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+<!DOCTYPE html>
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+<html lang="en">
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+ <head>
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+ <meta charset="utf-8" />
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+ <base href="../../../" />
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+ <script src="list.js"></script>
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+ <script src="page.js"></script>
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+ <link type="text/css" rel="stylesheet" href="page.css" />
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+ </head>
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+ <body>
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+ [page:Material] →
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+
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+ <h1>[name]</h1>
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+
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+ <p class="desc">
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+ Represents a (complete) material including lighting and reflections. Hence, it does not react on lights.
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+ Instead, the material uses the shading of a spherical texture (the matcap) and applies it to the target surface.
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+ </p>
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+
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+ <iframe id="scene" src="scenes/material-browser.html#MeshMatcapMaterial"></iframe>
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+
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+ <script>
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+
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+ // iOS iframe auto-resize workaround
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+
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+ if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
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+
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+ var scene = document.getElementById( 'scene' );
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+
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+ scene.style.width = getComputedStyle( scene ).width;
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+ scene.style.height = getComputedStyle( scene ).height;
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+ scene.setAttribute( 'scrolling', 'no' );
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+
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+ }
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+
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+ </script>
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+
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+ <h2>Constructor</h2>
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+
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+ <h3>[name]( [param:Object parameters] )</h3>
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+ <p>
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+ [page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
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+ Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
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+
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+ The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
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+ string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
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+ </p>
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+
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+ <h2>Properties</h2>
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+ <p>See the base [page:Material] class for common properties.</p>
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+
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+ <h3>[property:Texture alphaMap]</h3>
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+ <p>The alpha map is a grayscale texture that controls the opacity across the surface
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+ (black: fully transparent; white: fully opaque). Default is null.<br /><br />
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+
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+ Only the color of the texture is used, ignoring the alpha channel if one exists.
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+ For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
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+ green channel when sampling this texture due to the extra bit of precision provided
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+ for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
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+ luminance/alpha textures will also still work as expected.
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+ </p>
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+
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+ <h3>[property:Texture bumpMap]</h3>
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+ <p>
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+ The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
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+ Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
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+ be ignored.
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+ </p>
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+
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+ <h3>[property:Float bumpScale]</h3>
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+ <p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
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+
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+ <h3>[property:Color color]</h3>
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+ <p>[page:Color] of the material, by default set to white (0xffffff).</p>
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+
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+ <h3>[property:Texture displacementMap]</h3>
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+ <p>
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+ The displacement map affects the position of the mesh's vertices. Unlike other maps
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+ which only affect the light and shade of the material the displaced vertices can cast shadows,
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+ block other objects, and otherwise act as real geometry. The displacement texture is
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+ an image where the value of each pixel (white being the highest) is mapped against,
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+ and repositions, the vertices of the mesh.
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+ </p>
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+
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+ <h3>[property:Float displacementScale]</h3>
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+ <p>
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+ How much the displacement map affects the mesh (where black is no displacement,
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+ and white is maximum displacement). Without a displacement map set, this value is not applied.
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+ Default is 1.
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+ </p>
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+
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+ <h3>[property:Float displacementBias]</h3>
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+ <p>
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+ The offset of the displacement map's values on the mesh's vertices.
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+ Without a displacement map set, this value is not applied. Default is 0.
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+ </p>
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+
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+ <h3>[property:Boolean isMeshMatcapMaterial]</h3>
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+ <p>
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+ Used to check whether this or derived classes are mesh Matcap materials. Default is *true*.<br /><br />
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+
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+ You should not change this, as it used internally for optimisation.
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+ </p>
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+
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+ <h3>[property:Texture map]</h3>
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+ <p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
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+
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+ <h3>[property:Texture matcap]</h3>
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+ <p>The matcap map. Default is null.</p>
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+
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+ <h3>[property:boolean morphNormals]</h3>
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+ <p>
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+ Defines whether the material uses morphNormals. Set as true to pass morphNormal
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+ attributes from the [page:Geometry] to the shader. Default is *false*.
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+ </p>
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+
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+ <h3>[property:Boolean morphTargets]</h3>
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+ <p>Define whether the material uses morphTargets. Default is false.</p>
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+
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+ <h3>[property:Texture normalMap]</h3>
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+ <p>
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+ The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
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+ the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
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+ </p>
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+
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+ <h3>[property:Integer normalMapType]</h3>
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+ <p>
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+ The type of normal map.<br /><br />
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+
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+ Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
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+ </p>
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+
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+ <h3>[property:Vector2 normalScale]</h3>
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+ <p>
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+ How much the normal map affects the material. Typical ranges are 0-1.
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+ Default is a [page:Vector2] set to (1,1).
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+ </p>
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+
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+ <h3>[property:Boolean skinning]</h3>
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+ <p>Define whether the material uses skinning. Default is false.</p>
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+
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+ <h2>Methods</h2>
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+ <p>See the base [page:Material] class for common methods.</p>
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+
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+ <h2>Source</h2>
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+
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+ [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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+ </body>
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+</html>
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