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Material Design
Topic: 2
Material in depth
Material in depth
Enviornment
a. 3D World
Material in depth
● Environment (continue …)
b. Light and Shadow
Within Material Enviornment, virtual lights illuminate the scene.
There are two light sources in this enviornment.
(I) Key Light :-
Creates directional shadows.
(II) Ambient Light :-
Creates soft shadows from all angles.
In Android development, shadows occur when light sources are
blocked by sheets of material at various positions along the z-axis.
Material in depth
● Environment (continue …)
b. Light and Shadow
Shadow cast by key light Shadow cast by ambient light Combined shadow from key and
ambient lights
Material in depth
● Material properties
a. Physical properties
b. Transforming material
c. Movement of material
Material in depth
● a. Physical properties
– Material may have varied height and width, with
uniform thickness of 1dp.
DO DON'T
Material in depth
● a. Physical properties (continue ...)
– Material casts shadows.
– Shadows result naturally from the relative elevation (z-
position) between material elements.
DO DON'T
Material in depth
● a. Physical properties (continue …)
- Contents of any shape or color can be displayed.
– Contents Does not add thickness to material.
Material in depth
● a. Physical properties (continue …)
– Contents can behave independent of the material but
always remains within the bounds of the Material.
Material in depth
● a. Physical properties (continue …)
– Material is solid. Thus, Input event cannot pass
through the material.
DO DON'T
Material in depth
● a. Physical properties (continue …)
– Material cannot pass through a material.
Material in depth
● b. Transforming properties
– Material can change shape.
– Material Can grow and shrink along its plane.
– Material never bends or folds.
– Sheets of material can join together to make a
single sheet.
– Material can split into parts and can join to regain
original state.
Material in depth
● c. Movement of material
– Materials can spontaniously generated and
destroyed anywhere in the enviornment.
– Material can move along any axis.
– Z-axis motion is typically a result of user
interaction with the material.
Material in depth
● Objects in 3D space
Objects in material design possess similar qualities to
objects in the physical world. In the physical world, objects
can be stacked or affixed to one another, but cannot pass
through one another. Objects cast shadows and reflect
light.
These qualities form a spatial model that is familiar to
users and can be applied consistently across apps.
a. Elevation (Android)
b. Object Relationship
Material in depth
● a. Elevation
It is the relative difference between two surfaces along z-
axis. Elevation is generally measured in density
independent pixels (dp).
Since material has standard 1dp thickness , the differnce
would be from the top of one surface to the top of another.
Material in depth
● a. Elevation (continue …)
Resting Elevation
The default elevation of a material is called
resting elevation.The resting elevation for
an object does not change; it is constant
throughout an app. If an object changes
elevation, it should return to its resting
elevation as soon as possible.
Material in depth
● a. Elevation (continue …)
Responsive elevation and dynamic elevation offset
Some components performs responsive elevation
which depends upon the user input event (normal,
focused, pressed etc). These elevation changes are
implemented through dynamic elevation offset.
Dynamic elevation offsets are the goal elevation for
the component to move towards, relative to the
component’s resting state
They also ensure that elevation changes are
consistent across actions and component types
Material in depth
● a. Elevation (continue …)
Dynamic elevation offset example
Material in depth
● a. Elevation (continue …)
Functional shadows
Shadows provide important visual cues about
objects’ depth and directional movement. They
are the only visual cue indicating the amount of
separation between surfaces. An object’s
elevation determines the appearance of its
shadow.
In motion, shadows are a useful tool to provide
cues about an object’s direction of movement and
whether the distance between surfaces is
increasing or decreasing.
Material in depth
● b. Object relationship
Object Heirarchy
– Objects can be moved independent to each other or
constrained by objects higher in heirarchy.
– All objects are part of a heirarchy, which defines the
parent – child relationship.
– Parent child specifies :-
● Each object has one parent.
● Each object may have any number of child.
● Children inherit transformative properties from their
parents.
● Sibling are objects at same level of heirarchy.
Material in depth
● b. Object relationship (continue …)
Exceptions
Childs , such as primary UI elements move
independently to the parent.
Example – Floating Action Button, Navigation
Drawer, Action Bar, Dialogs.
Interaction
Childrens must have minimal z-axis elevation with
their parents , no other objects gets inserted
between them
Material Design
Subscribe for more
Presented by : -
Abhishek Dabral

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Material design topic 2

  • 3. Material in depth ● Environment (continue …) b. Light and Shadow Within Material Enviornment, virtual lights illuminate the scene. There are two light sources in this enviornment. (I) Key Light :- Creates directional shadows. (II) Ambient Light :- Creates soft shadows from all angles. In Android development, shadows occur when light sources are blocked by sheets of material at various positions along the z-axis.
  • 4. Material in depth ● Environment (continue …) b. Light and Shadow Shadow cast by key light Shadow cast by ambient light Combined shadow from key and ambient lights
  • 5. Material in depth ● Material properties a. Physical properties b. Transforming material c. Movement of material
  • 6. Material in depth ● a. Physical properties – Material may have varied height and width, with uniform thickness of 1dp. DO DON'T
  • 7. Material in depth ● a. Physical properties (continue ...) – Material casts shadows. – Shadows result naturally from the relative elevation (z- position) between material elements. DO DON'T
  • 8. Material in depth ● a. Physical properties (continue …) - Contents of any shape or color can be displayed. – Contents Does not add thickness to material.
  • 9. Material in depth ● a. Physical properties (continue …) – Contents can behave independent of the material but always remains within the bounds of the Material.
  • 10. Material in depth ● a. Physical properties (continue …) – Material is solid. Thus, Input event cannot pass through the material. DO DON'T
  • 11. Material in depth ● a. Physical properties (continue …) – Material cannot pass through a material.
  • 12. Material in depth ● b. Transforming properties – Material can change shape. – Material Can grow and shrink along its plane. – Material never bends or folds. – Sheets of material can join together to make a single sheet. – Material can split into parts and can join to regain original state.
  • 13. Material in depth ● c. Movement of material – Materials can spontaniously generated and destroyed anywhere in the enviornment. – Material can move along any axis. – Z-axis motion is typically a result of user interaction with the material.
  • 14. Material in depth ● Objects in 3D space Objects in material design possess similar qualities to objects in the physical world. In the physical world, objects can be stacked or affixed to one another, but cannot pass through one another. Objects cast shadows and reflect light. These qualities form a spatial model that is familiar to users and can be applied consistently across apps. a. Elevation (Android) b. Object Relationship
  • 15. Material in depth ● a. Elevation It is the relative difference between two surfaces along z- axis. Elevation is generally measured in density independent pixels (dp). Since material has standard 1dp thickness , the differnce would be from the top of one surface to the top of another.
  • 16. Material in depth ● a. Elevation (continue …) Resting Elevation The default elevation of a material is called resting elevation.The resting elevation for an object does not change; it is constant throughout an app. If an object changes elevation, it should return to its resting elevation as soon as possible.
  • 17. Material in depth ● a. Elevation (continue …) Responsive elevation and dynamic elevation offset Some components performs responsive elevation which depends upon the user input event (normal, focused, pressed etc). These elevation changes are implemented through dynamic elevation offset. Dynamic elevation offsets are the goal elevation for the component to move towards, relative to the component’s resting state They also ensure that elevation changes are consistent across actions and component types
  • 18. Material in depth ● a. Elevation (continue …) Dynamic elevation offset example
  • 19. Material in depth ● a. Elevation (continue …) Functional shadows Shadows provide important visual cues about objects’ depth and directional movement. They are the only visual cue indicating the amount of separation between surfaces. An object’s elevation determines the appearance of its shadow. In motion, shadows are a useful tool to provide cues about an object’s direction of movement and whether the distance between surfaces is increasing or decreasing.
  • 20. Material in depth ● b. Object relationship Object Heirarchy – Objects can be moved independent to each other or constrained by objects higher in heirarchy. – All objects are part of a heirarchy, which defines the parent – child relationship. – Parent child specifies :- ● Each object has one parent. ● Each object may have any number of child. ● Children inherit transformative properties from their parents. ● Sibling are objects at same level of heirarchy.
  • 21. Material in depth ● b. Object relationship (continue …) Exceptions Childs , such as primary UI elements move independently to the parent. Example – Floating Action Button, Navigation Drawer, Action Bar, Dialogs. Interaction Childrens must have minimal z-axis elevation with their parents , no other objects gets inserted between them
  • 22. Material Design Subscribe for more Presented by : - Abhishek Dabral