Material design topic 2

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  1. 1. Material Design Topic: 2 Material in depth
  2. 2. Material in depth Enviornment a. 3D World
  3. 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. 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. 5. Material in depth Material properties a. Physical properties b. Transforming material c. Movement of material
  6. 6. Material in depth a. Physical properties Material may have varied height and width, with uniform thickness of 1dp. DO DON'T
  7. 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. 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. 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. 10. Material in depth a. Physical properties (continue ) Material is solid. Thus, Input event cannot pass through the material. DO DON'T
  11. 11. Material in depth a. Physical properties (continue ) Material cannot pass through a material.
  12. 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. 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. 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. 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. 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. 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 components resting state They also ensure that elevation changes are consistent across actions and component types
  18. 18. Material in depth a. Elevation (continue ) Dynamic elevation offset example
  19. 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 objects elevation determines the appearance of its shadow. In motion, shadows are a useful tool to provide cues about an objects direction of movement and whether the distance between surfaces is increasing or decreasing.
  20. 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. 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. 22. Material Design Subscribe for more Presented by : - Abhishek Dabral