MeshPhysicalMaterial.html 8.0 KB

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  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8" />
  5. <base href="../../../" />
  6. <script src="page.js"></script>
  7. <link type="text/css" rel="stylesheet" href="page.css" />
  8. </head>
  9. <body>
  10. [page:Material] &rarr; [page:MeshStandardMaterial] &rarr;
  11. <h1>[name]</h1>
  12. <p class="desc">
  13. An extension of the [page:MeshStandardMaterial], providing more advanced physically-based rendering properties:
  14. </p>
  15. <ul>
  16. <li>
  17. <b>Clearcoat:</b> Some materials — like car paints, carbon fiber, and wet surfaces — require a
  18. clear, reflective layer on top of another layer that may be irregular or rough. Clearcoat
  19. approximates this effect, without the need for a separate transparent surface.
  20. </li>
  21. <li>
  22. <b>Physically-based transparency:</b> One limitation of [page:Material.opacity .opacity] is
  23. that highly transparent materials are less reflective. Physically-based [page:.transmission]
  24. provides a more realistic option for thin, transparent surfaces like glass.
  25. </li>
  26. <li>
  27. <b>Advanced reflectivity:</b> More flexible reflectivity for non-metallic materials.
  28. </li>
  29. </ul>
  30. <p>
  31. As a result of these complex shading features, MeshPhysicalMaterial has a higher performance
  32. cost, per pixel, than other three.js materials. Most effects are disabled by default, and add
  33. cost as they are enabled. For best results, always specify an [page:.envMap environment map]
  34. when using this material.
  35. </p>
  36. <iframe id="scene" src="scenes/material-browser.html#MeshPhysicalMaterial"></iframe>
  37. <script>
  38. // iOS iframe auto-resize workaround
  39. if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
  40. const scene = document.getElementById( 'scene' );
  41. scene.style.width = getComputedStyle( scene ).width;
  42. scene.style.height = getComputedStyle( scene ).height;
  43. scene.setAttribute( 'scrolling', 'no' );
  44. }
  45. </script>
  46. <h2>Examples</h2>
  47. <p>
  48. [example:webgl_materials_variations_physical materials / variations / physical]<br />
  49. [example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
  50. [example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
  51. [example:webgl_materials_physical_transmission materials / physical / transmission]
  52. </p>
  53. <h2>Constructor</h2>
  54. <h3>[name]( [param:Object parameters] )</h3>
  55. <p>
  56. [page:Object parameters] - (optional) an object with one or more properties defining the material's appearance.
  57. Any property of the material (including any property inherited from [page:Material] and [page:MeshStandardMaterial]) can be passed in here.<br /><br />
  58. The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
  59. string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.
  60. </p>
  61. <h2>Properties</h2>
  62. <p>See the base [page:Material] and [page:MeshStandardMaterial] classes for common properties.</p>
  63. <h3>[property:Color attenuationColor]</h3>
  64. <p>
  65. The color that white light turns into due to absorption when reaching the attenuation distance. Default is `white` (0xffffff).
  66. </p>
  67. <h3>[property:Float attenuationDistance]</h3>
  68. <p>
  69. Density of the medium given as the average distance that light travels in the medium before interacting with a particle. The value is given in world space. Default is `Infinity`.
  70. </p>
  71. <h3>[property:Float clearcoat]</h3>
  72. <p>
  73. Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use clear coat related properties to enable multilayer
  74. materials that have a thin translucent layer over the base layer. Default is `0.0`.
  75. </p>
  76. <h3>[property:Texture clearcoatMap]</h3>
  77. <p>
  78. The red channel of this texture is multiplied against [page:.clearcoat], for per-pixel control
  79. over a coating's intensity. Default is `null`.
  80. </p>
  81. <h3>[property:Texture clearcoatNormalMap]</h3>
  82. <p>Can be used to enable independent normals for the clear coat layer. Default is `null`.</p>
  83. <h3>[property:Vector2 clearcoatNormalScale]</h3>
  84. <p>How much [page:.clearcoatNormalMap] affects the clear coat layer, from `(0,0)` to `(1,1)`. Default is `(1,1)`.</p>
  85. <h3>[property:Float clearcoatRoughness]</h3>
  86. <p>Roughness of the clear coat layer, from `0.0` to `1.0`. Default is `0.0`.</p>
  87. <h3>[property:Texture clearcoatRoughnessMap]</h3>
  88. <p>
  89. The green channel of this texture is multiplied against [page:.clearcoatRoughness], for per-pixel control
  90. over a coating's roughness. Default is `null`.
  91. </p>
  92. <h3>[property:Object defines]</h3>
  93. <p>An object of the form:
  94. <code>
  95. {
  96. 'STANDARD': ''
  97. 'PHYSICAL': '',
  98. };
  99. </code>
  100. This is used by the [page:WebGLRenderer] for selecting shaders.
  101. </p>
  102. <h3>[property:Float ior]</h3>
  103. <p>
  104. Index-of-refraction for non-metallic materials, from `1.0` to `2.333`. Default is `1.5`.<br />
  105. </p>
  106. <h3>[property:Float reflectivity]</h3>
  107. <p>
  108. Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which corresponds to an index-of-refraction of 1.5.<br />
  109. This models the reflectivity of non-metallic materials. It has no effect when [page:MeshStandardMaterial.metalness metalness] is `1.0`
  110. </p>
  111. <h3>[property:Float sheen]</h3>
  112. <p>
  113. The intensity of the sheen layer, from `0.0` to `1.0`. Default is `0.0`.
  114. </p>
  115. <h3>[property:Float sheenRoughness]</h3>
  116. <p>
  117. Roughness of the sheen layer, from `0.0` to `1.0`. Default is `1.0`.
  118. </p>
  119. <h3>[property:Texture sheenRoughnessMap]</h3>
  120. <p>
  121. The alpha channel of this texture is multiplied against [page:.sheenRoughness], for per-pixel control
  122. over sheen roughness. Default is `null`.
  123. </p>
  124. <h3>[property:Color sheenColor]</h3>
  125. <p>
  126. The sheen tint. Default is `0xffffff`, white.
  127. </p>
  128. <h3>[property:Texture sheenColorMap]</h3>
  129. <p>
  130. The RGB channels of this texture are multiplied against [page:.sheenColor], for per-pixel control
  131. over sheen tint. Default is `null`.
  132. </p>
  133. <h3>[property:Float specularIntensity]</h3>
  134. <p>
  135. A float that scales the amount of specular reflection for non-metals only. When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`. Default is `0.0`.
  136. </p>
  137. <h3>[property:Texture specularIntensityMap]</h3>
  138. <p>
  139. The alpha channel of this texture is multiplied against [page:.specularIntensity], for per-pixel control over specular intensity. Default is `null`.
  140. </p>
  141. <h3>[property:Color specularColor]</h3>
  142. <p>
  143. A [page:Color] that tints the specular reflection at normal incidence for non-metals only.
  144. Default is `0xffffff`, white.
  145. </p>
  146. <h3>[property:Texture specularColorMap]</h3>
  147. <p>
  148. The RGB channels of this texture are multiplied against [page:.specularColor], for per-pixel control over specular color. Default is `null`.
  149. </p>
  150. <h3>[property:Float thickness]</h3>
  151. <p>
  152. The thickness of the volume beneath the surface. The value is given in the coordinate space of the mesh. If the value is 0 the material is thin-walled. Otherwise the material is a volume boundary. Default is `0`.
  153. </p>
  154. <h3>[property:Texture thicknessMap]</h3>
  155. <p>
  156. A texture that defines the thickness, stored in the G channel. This will be multiplied by [page:.thickness]. Default is `null`.
  157. </p>
  158. <h3>[property:Float transmission]</h3>
  159. <p>
  160. Degree of transmission (or optical transparency), from `0.0` to `1.0`. Default is `0.0`.<br />
  161. Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive.
  162. The transmission property can be used to model these materials.<br />
  163. When transmission is non-zero, [page:Material.opacity opacity] should be set to `0`.
  164. </p>
  165. <h3>[property:Texture transmissionMap]</h3>
  166. <p>
  167. The red channel of this texture is multiplied against [page:.transmission], for per-pixel control
  168. over optical transparency. Default is `null`.
  169. </p>
  170. <h2>Methods</h2>
  171. <p>See the base [page:Material] and [page:MeshStandardMaterial] classes for common methods.</p>
  172. <h2>Source</h2>
  173. <p>
  174. [link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
  175. </p>
  176. </body>
  177. </html>