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- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- [page:Material] → [page:MeshStandardMaterial] →
- <h1>[name]</h1>
- <p class="desc">
- An extension of the [page:MeshStandardMaterial], providing more advanced physically-based rendering properties:
- </p>
- <ul>
- <li>
- <b>Clearcoat:</b> Some materials — like car paints, carbon fiber, and wet surfaces — require a
- clear, reflective layer on top of another layer that may be irregular or rough. Clearcoat
- approximates this effect, without the need for a separate transparent surface.
- </li>
- <li>
- <b>Physically-based transparency:</b> One limitation of [page:Material.opacity .opacity] is
- that highly transparent materials are less reflective. Physically-based [page:.transmission]
- provides a more realistic option for thin, transparent surfaces like glass.
- </li>
- <li>
- <b>Advanced reflectivity:</b> More flexible reflectivity for non-metallic materials.
- </li>
- </ul>
- <p>
- As a result of these complex shading features, MeshPhysicalMaterial has a higher performance
- cost, per pixel, than other three.js materials. Most effects are disabled by default, and add
- cost as they are enabled. For best results, always specify an [page:.envMap environment map]
- when using this material.
- </p>
- <iframe id="scene" src="scenes/material-browser.html#MeshPhysicalMaterial"></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>Examples</h2>
- <p>
- [example:webgl_materials_variations_physical materials / variations / physical]<br />
- [example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
- [example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
- [example:webgl_materials_physical_sheen materials / physical / sheen]<br />
- [example:webgl_materials_physical_transmission materials / physical / transmission]
- </p>
- <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] and [page:MeshStandardMaterial]) 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] and [page:MeshStandardMaterial] classes for common properties.</p>
- <h3>[property:Float clearcoat]</h3>
- <p>
- Represents the thickness of the clear coat layer, from *0.0* to *1.0*. Use clear coat related properties to enable multilayer
- materials that have a thin translucent layer over the base layer. Default is *0.0*.
- </p>
- <h3>[property:Texture clearcoatMap]</h3>
- <p>
- The red channel of this texture is multiplied against [page:.clearcoat], for per-pixel control
- over a coating's thickness. Default is *null*.
- </p>
- <h3>[property:Texture clearcoatNormalMap]</h3>
- <p>Can be used to enable independent normals for the clear coat layer. Default is *null*.</p>
- <h3>[property:Vector2 clearcoatNormalScale]</h3>
- <p>How much [page:.clearcoatNormalMap] affects the clear coat layer, from *(0,0)* to *(1,1)*. Default is *(1,1)*.</p>
- <h3>[property:Float clearcoatRoughness]</h3>
- <p>Roughness of the clear coat layer, from *0.0* to *1.0*. Default is *0.0*.</p>
- <h3>[property:Texture clearcoatRoughnessMap]</h3>
- <p>
- The green channel of this texture is multiplied against [page:.clearcoatRoughness], for per-pixel control
- over a coating's roughness. Default is *null*.
- </p>
- <h3>[property:Object defines]</h3>
- <p>An object of the form:
- <code>
- {
- 'STANDARD': ''
- 'PHYSICAL': '',
- };
- </code>
- This is used by the [page:WebGLRenderer] for selecting shaders.
- </p>
- <h3>[property:Float ior]</h3>
- <p>
- Index-of-refraction for non-metallic materials, from *1.0* to *2.333*. Default is *1.5*.<br />
- </p>
- <h3>[property:Float reflectivity]</h3>
- <p>
- Degree of reflectivity, from *0.0* to *1.0*. Default is *0.5*, which corresponds to an index-of-refraction of 1.5.<br />
- This models the reflectivity of non-metallic materials. It has no effect when [page:MeshStandardMaterial.metalness metalness] is *1.0*
- </p>
- <h3>[property:Color sheen]</h3>
- <p>
- If a color is assigned to this property, the material will use a special sheen BRDF intended for rendering cloth materials such as velvet.
- The sheen color provides the ability to create two-tone specular materials. *null* by default.
- </p>
- <h3>[property:Float transmission]</h3>
- <p>
- Degree of transmission (or optical transparency), from *0.0* to *1.0*. Default is *0.0*.<br />
- Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive.
- The transmission property can be used to model these materials.<br />
- When transmission is non-zero, [page:Material.opacity opacity] should be set to *1*.
- </p>
- <h3>[property:Texture transmissionMap]</h3>
- <p>
- The red channel of this texture is multiplied against [page:.transmission], for per-pixel control
- over optical transparency. Default is *null*.
- </p>
- <h2>Methods</h2>
- <p>See the base [page:Material] and [page:MeshStandardMaterial] classes 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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