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@@ -44,6 +44,38 @@
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<h2>Properties</h2>
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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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<p>See the base [page:Material] class for common properties.</p>
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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: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 fog]</h3>
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<h3>[property:Boolean fog]</h3>
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<p>Whether the material is affected by fog. Default is *false*.</p>
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<p>Whether the material is affected by fog. Default is *false*.</p>
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@@ -57,9 +89,37 @@
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<h3>[property:Boolean lights]</h3>
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<h3>[property:Boolean lights]</h3>
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<p>Whether the material is affected by lights. Default is *false*.</p>
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<p>Whether the material is affected by lights. Default is *false*.</p>
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- <h3>[property:boolean morphTargets]</h3>
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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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<p>Define whether the material uses morphTargets. Default is false.</p>
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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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<h3>[property:boolean wireframe]</h3>
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<h3>[property:boolean wireframe]</h3>
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<p>
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<p>
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Render geometry as wireframe. Default is false (i.e. render as smooth shaded).
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Render geometry as wireframe. Default is false (i.e. render as smooth shaded).
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