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Updated descriptions for Lambert, Phong, Standard, Physical

looeee 8 år sedan
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e2ce14e4f7

+ 14 - 3
docs/api/materials/MeshLambertMaterial.html

@@ -13,10 +13,21 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-			A material for non-shiny (Lambertian) surfaces. <br />
+			A material for non-shiny surfaces, without specular highlights.<br /><br />
 
-			Unlike the [page:MeshPhongMaterial] which calculates lighting per pixel,
-			lighting is calculated per vertex and interpolated in between.
+			The uses a non-physically based [link:https://en.wikipedia.org/wiki/Lambertian_reflectance Lambertian]
+			model	for calculating reflectance. This can simulate some surfaces (such as untreated wood or stone) well,
+			but cannot simulate shiny surfaces with specular highlights (such as varnished wood).<br /><br />
+
+
+
+			Shading is calculated using a [link:https://en.wikipedia.org/wiki/Gouraud_shading Gouraud] shading model.
+			This calculates shading per vertex (i.e. in the [link:https://en.wikipedia.org/wiki/Shader#Vertex_shaders vertex shader])
+			and interpolates the results over the polygon's faces.<br /><br />
+
+			Due to the simplicity of the reflectance and illumination models, performance will be greater
+			when using this material over the [page:MeshPhongMaterial],	[page:MeshStandardMaterial] or [page:MeshPhysicalMaterial],
+			at the cost of some graphical accuracy.
 		</div>
 
 		<iframe id="scene" src="scenes/material-browser.html#MeshLambertMaterial"></iframe>

+ 13 - 3
docs/api/materials/MeshPhongMaterial.html

@@ -13,10 +13,20 @@
 		<h1>[name]</h1>
 
 		<div class="desc">
-			A material for shiny surfaces.<br />
+			A material for shiny surfaces with specular highlights.<br /><br />
 
-			Unlike the [page:MeshLambertMaterial] which calculate lightting per vertex and
-			interpolates in between, lighting is evaluated per pixel.
+			The uses a non-physically based [link:https://en.wikipedia.org/wiki/LBlinn-Phong_shading_model Blinn-Phong]
+			model	for calculating reflectance. Unlike the Lambertian model used in the [page:MeshLambertMaterial]
+			this can simulate shiny surfaces with specular highlights (such as varnished wood).<br /><br />
+
+			Shading is calculated using a [link:https://en.wikipedia.org/wiki/Phong_shading Phong] shading model.
+			This calculates shading per pixel (i.e. in the [link:https://en.wikipedia.org/wiki/Shader#Pixel_shaders pixel shader], AKA fragment shader)
+			which gives more accurate results than the Gouraud model used by [page:MeshLambertMaterial],
+			at the cost of some performance. The [page:MeshStandardMaterial] and [page:MeshPhysicalMaterial]
+			also use this shading model.<br /><br />
+
+			Performance will generally be greater when using this material over the	[page:MeshStandardMaterial]
+			or [page:MeshPhysicalMaterial], at the cost of some graphical accuracy.
 		</div>
 
 		<iframe id="scene" src="scenes/material-browser.html#MeshPhongMaterial"></iframe>

+ 5 - 1
docs/api/materials/MeshPhysicalMaterial.html

@@ -12,7 +12,11 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">An extension of the [page:MeshStandardMaterial] that allows for greater control over reflectivity.</div>
+		<div class="desc">
+			An extension of the [page:MeshStandardMaterial] that allows for greater control over reflectivity.<br /><br />
+
+			Note that for best results you should always specify a [page:.envMap environment map] when using this material.
+		</div>
 
 		<!-- <iframe id="scene" src="scenes/material-browser.html#MeshStandardMaterial"></iframe>
 

+ 15 - 1
docs/api/materials/MeshStandardMaterial.html

@@ -12,7 +12,21 @@
 
 		<h1>[name]</h1>
 
-		<div class="desc">A standard physically-based material.</div>
+		<div class="desc">
+			A standard physically-based material.<br /><br />
+
+			A physically based micro-faceted reflectance model is used for this material - this gives a more
+			accurate and realistic looking result than the [page:MeshLambertMaterial] or [page:MeshPhongMaterial],
+			at the cost of being more computationally expensive.<br /><br />
+
+			Shading is calculated using a [link:https://en.wikipedia.org/wiki/Phong_shading Phong] shading model.
+			This calculates shading per pixel (i.e. in the [link:https://en.wikipedia.org/wiki/Shader#Pixel_shaders pixel shader], AKA fragment shader)
+			which gives more accurate results than the Gouraud model used by [page:MeshLambertMaterial],
+			at the cost of some performance. The [page:MeshPhongMaterial] also uses this shading model.<br /><br />
+
+			Note that for best results you should always specify a [page:.envMap environment map] when using this material.
+
+		</div>
 
 		<iframe id="scene" src="scenes/material-browser.html#MeshStandardMaterial"></iframe>