|
@@ -164,17 +164,9 @@
|
|
|
<h3>[property:Float emissiveIntensity]</h3>
|
|
|
<p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
|
|
|
|
|
|
- <h3>[property:TextureCube envMap]</h3>
|
|
|
- <p>The environment map. Default is null. Note that in order for the material roughness
|
|
|
- property to correctly blur out the environment map, the shader must have access to mipmaps
|
|
|
- of the env texture. TextureCubes created with default settings are correctly configured;
|
|
|
- if adjusting texture parameters manually, ensure minFilter is set to one of the MipMap options,
|
|
|
- and that mip maps have not been otherwise forcibly disabled.</p>
|
|
|
- <p>
|
|
|
- Note: only [link:https://threejs.org/docs/#api/textures/CubeTexture cube environment maps] are supported
|
|
|
- for MeshStandardMaterial. If you want to use an equirectangular map you will need to use
|
|
|
- [page:WebGLCubeRenderTarget.fromEquirectangularTexture WebGLCubeRenderTarget.fromEquirectangularTexture]().
|
|
|
- See this [link:https://threejs.org/examples/webgl_materials_envmaps_exr.html example] for details.
|
|
|
+ <h3>[property:Texture envMap]</h3>
|
|
|
+ <p>The environment map. To ensure a physically correct rendering, you should only add
|
|
|
+ environment maps which were preprocessed by [page:PMREMGenerator]. Default is null.
|
|
|
</p>
|
|
|
|
|
|
<h3>[property:Float envMapIntensity]</h3>
|