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@@ -24,7 +24,7 @@
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</li>
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<li>
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<b>Physically-based transparency:</b> One limitation of [page:Material.opacity .opacity] is
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- that highly transparent materials are less reflective. Physically-based [page:.transparency]
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+ that highly transparent materials are less reflective. Physically-based [page:.transmission]
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provides a more realistic option for thin, transparent surfaces like glass.
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</li>
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<li>
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@@ -63,7 +63,7 @@
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[example:webgl_materials_variations_physical materials / variations / physical]<br />
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[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
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[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
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- [example:webgl_materials_physical_transparency materials / physical / transparency]
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+ [example:webgl_materials_physical_transmission materials / physical / transmission]
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</p>
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<h2>构造函数(Constructor)</h2>
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@@ -123,15 +123,21 @@
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这模拟了非金属材质的反射率。当[page:MeshStandardMaterial]为*1.0*时,此属性无效。
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</p>
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- <h3>[property:Float transparency]</h3>
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+ <h3>[property:Float transmission]</h3>
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<p>
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- Degree of transparency, from *0.0* to *1.0*. Default is *0.0*.<br />
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+ Degree of transmission (or optical transparency), from *0.0* to *1.0*. Default is *0.0*.<br />
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- Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are mostly transparent.
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+ Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive.
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- The transparency property can be used to model these materials.<br />
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+ The transmission property can be used to model these materials.<br />
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- When transparency is non-zero, [page:Material.opacity opacity] should be set to *1*.
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+ When transmission is non-zero, [page:Material.opacity opacity] should be set to *1*.
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+ </p>
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+
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+ <h3>[property:Texture transmissionMap]</h3>
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+ <p>
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+ The red channel of this texture is multiplied against [page:.transmission], for per-pixel control
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+ over optical transparency. Default is *null*.
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</p>
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<h2>方法(Methods)</h2>
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