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- <body>
- [page:Material] →
- <h1>[name]</h1>
- <p class="desc">
- A material for shiny surfaces with specular highlights.<br /><br />
- The material uses a non-physically based [link:https://en.wikipedia.org/wiki/Blinn-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 fragment shader],
- AKA pixel 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.
- </p>
- <iframe id="scene" src="scenes/material-browser.html#MeshPhongMaterial"></iframe>
- <script>
- // iOS iframe auto-resize workaround
- if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
- const scene = document.getElementById( 'scene' );
- scene.style.width = getComputedStyle( scene ).width;
- scene.style.height = getComputedStyle( scene ).height;
- scene.setAttribute( 'scrolling', 'no' );
- }
- </script>
- <h2>Constructor</h2>
- <h3>[name]( [param:Object parameters] )</h3>
- <p>
- [page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
- Any property of the material (including any property inherited from [page:Material]) can be passed in here.<br /><br />
- The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
- string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
- </p>
- <h2>Properties</h2>
- <p>See the base [page:Material] class for common properties.</p>
- <h3>[property:Texture alphaMap]</h3>
- <p>The alpha map is a grayscale texture that controls the opacity across the surface
- (black: fully transparent; white: fully opaque). Default is null.<br /><br />
- Only the color of the texture is used, ignoring the alpha channel if one exists.
- For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
- green channel when sampling this texture due to the extra bit of precision provided
- for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
- luminance/alpha textures will also still work as expected.
- </p>
- <h3>[property:Texture aoMap]</h3>
- <p>The red channel of this texture is used as the ambient occlusion map. Default is null.
- The aoMap requires a second set of UVs.</p>
- <h3>[property:Float aoMapIntensity]</h3>
- <p>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</p>
- <h3>[property:Texture bumpMap]</h3>
- <p>
- The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
- Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
- be ignored.
- </p>
- <h3>[property:Float bumpScale]</h3>
- <p>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</p>
- <h3>[property:Color color]</h3>
- <p>[page:Color] of the material, by default set to white (0xffffff).</p>
- <h3>[property:Integer combine]</h3>
- <p>
- How to combine the result of the surface's color with the environment map, if any.<br /><br />
- Options are [page:Materials THREE.Multiply] (default), [page:Materials THREE.MixOperation],
- [page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
- blend between the two colors.
- </p>
- <h3>[property:Texture displacementMap]</h3>
- <p>
- The displacement map affects the position of the mesh's vertices. Unlike other maps
- which only affect the light and shade of the material the displaced vertices can cast shadows,
- block other objects, and otherwise act as real geometry. The displacement texture is
- an image where the value of each pixel (white being the highest) is mapped against,
- and repositions, the vertices of the mesh.
- </p>
- <h3>[property:Float displacementScale]</h3>
- <p>
- How much the displacement map affects the mesh (where black is no displacement,
- and white is maximum displacement). Without a displacement map set, this value is not applied.
- Default is 1.
- </p>
- <h3>[property:Float displacementBias]</h3>
- <p>
- The offset of the displacement map's values on the mesh's vertices.
- Without a displacement map set, this value is not applied. Default is 0.
- </p>
- <h3>[property:Color emissive]</h3>
- <p>
- Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
- Default is black.
- </p>
- <h3>[property:Texture emissiveMap]</h3>
- <p>
- Set emisssive (glow) map. Default is null. The emissive map color is modulated by
- the emissive color and the emissive intensity. If you have an emissive map, be sure to
- set the emissive color to something other than black.
- </p>
- <h3>[property:Float emissiveIntensity]</h3>
- <p>Intensity of the emissive light. Modulates the emissive color. Default is 1.</p>
- <h3>[property:Texture envMap]</h3>
- <p>The environment map. Default is null.</p>
- <h3>[property:Boolean flatShading]</h3>
- <p>
- Define whether the material is rendered with flat shading. Default is false.
- </p>
- <h3>[property:Texture lightMap]</h3>
- <p>The light map. Default is null. The lightMap requires a second set of UVs.</p>
- <h3>[property:Float lightMapIntensity]</h3>
- <p>Intensity of the baked light. Default is 1.</p>
- <h3>[property:Texture map]</h3>
- <p>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</p>
- <h3>[property:Boolean morphNormals]</h3>
- <p>
- Defines whether the material uses morphNormals. Set as true to pass morphNormal
- attributes from the geometry to the shader. Default is *false*.
- </p>
- <h3>[property:Boolean morphTargets]</h3>
- <p>Define whether the material uses morphTargets. Default is false.</p>
- <h3>[property:Texture normalMap]</h3>
- <p>
- The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
- the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
- In case the material has a normal map authored using the left handed convention, the y component of normalScale
- should be negated to compensate for the different handedness.
- </p>
- <h3>[property:Integer normalMapType]</h3>
- <p>
- The type of normal map.<br /><br />
- Options are [page:constant THREE.TangentSpaceNormalMap] (default), and [page:constant THREE.ObjectSpaceNormalMap].
- </p>
- <h3>[property:Vector2 normalScale]</h3>
- <p>
- How much the normal map affects the material. Typical ranges are 0-1.
- Default is a [page:Vector2] set to (1,1).
- </p>
- <h3>[property:Float reflectivity]</h3>
- <p>
- How much the environment map affects the surface; also see [page:.combine].
- The default value is 1 and the valid range is between 0 (no reflections) and 1 (full reflections).
- </p>
- <h3>[property:Float refractionRatio]</h3>
- <p>
- The index of refraction (IOR) of air (approximately 1) divided by the index of refraction of the material.
- It is used with environment mapping modes [page:Textures THREE.CubeRefractionMapping] and [page:Textures THREE.EquirectangularRefractionMapping].
- The refraction ratio should not exceed 1. Default is *0.98*.
- </p>
- <h3>[property:Float shininess]</h3>
- <p>How shiny the [page:.specular] highlight is; a higher value gives a sharper highlight. Default is *30*.</p>
- <h3>[property:Boolean skinning]</h3>
- <p>Define whether the material uses skinning. Default is false.</p>
- <h3>[property:Color specular]</h3>
- <p>
- Specular color of the material. Default is a [page:Color] set to *0x111111* (very dark grey).<br /><br />
- This defines how shiny the material is and the color of its shine.
- </p>
- <h3>[property:Texture specularMap]</h3>
- <p>
- The specular map value affects both how much the specular surface highlight
- contributes and how much of the environment map affects the surface. Default is null.
- </p>
- <h3>[property:Boolean wireframe]</h3>
- <p>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</p>
- <h3>[property:String wireframeLinecap]</h3>
- <p>
- Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br /><br />
- This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
- property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
- </p>
- <h3>[property:String wireframeLinejoin]</h3>
- <p>
- Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br /><br />
- This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
- property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
- </p>
- <h3>[property:Float wireframeLinewidth]</h3>
- <p>Controls wireframe thickness. Default is 1.<br /><br />
- Due to limitations of the [link:https://www.khronos.org/registry/OpenGL/specs/gl/glspec46.core.pdf OpenGL Core Profile]
- with the [page:WebGLRenderer WebGL] renderer on most platforms linewidth will
- always be 1 regardless of the set value.
- </p>
- <h2>Methods</h2>
- <p>See the base [page:Material] class for common methods.</p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
- </p>
- </body>
- </html>
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