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218 lines
7.8 KiB
218 lines
7.8 KiB
2 years ago
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<!DOCTYPE html>
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<html lang="zh">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Material] → [page:MeshStandardMaterial] →
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<h1>物理网格材质([name])</h1>
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<p class="desc">
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[page:MeshStandardMaterial]的扩展,提供了更高级的基于物理的渲染属性:
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</p>
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<ul>
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<li>
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<b>Clearcoat:</b> 有些类似于车漆,碳纤,被水打湿的表面的材质需要在面上再增加一个透明的,具有一定反光特性的面。而且这个面说不定有一定的起伏与粗糙度。Clearcoat可以在不需要重新创建一个透明的面的情况下做到类似的效果。
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</li>
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<li>
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<b>基于物理的透明度</b>:[page:Material.opacity .opacity]属性有一些限制:在透明度比较高的时候,反射也随之减少。使用基于物理的透光性[page:.transmission]属性可以让一些很薄的透明表面,例如玻璃,变得更真实一些。
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</li>
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<li>
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<b>高级光线反射:</b> 为非金属材质提供了更多更灵活的光线反射。
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</li>
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<li>
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<b>Sheen:</b> Can be used for representing cloth and fabric materials.
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</li>
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</ul>
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<p>
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物理网格材质使用了更复杂的着色器功能,所以在每个像素的渲染都要比three.js中的其他材质更费性能,大部分的特性是默认关闭的,需要手动开启,每开启一项功能在开启的时候才会更耗性能。请注意,为获得最佳效果,您在使用此材质时应始终指定[page:.envMap environment map]。
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</p>
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<iframe id="scene" src="scenes/material-browser.html#MeshPhysicalMaterial"></iframe>
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<script>
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// iOS iframe auto-resize workaround
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if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
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const scene = document.getElementById( 'scene' );
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scene.style.width = getComputedStyle( scene ).width;
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scene.style.height = getComputedStyle( scene ).height;
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scene.setAttribute( 'scrolling', 'no' );
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}
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</script>
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<h2>例子</h2>
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<p>
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[example:webgl_materials_variations_physical materials / variations / physical]<br />
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[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
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[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
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[example:webgl_loader_gltf_sheen loader / gltf / sheen]<br />
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[example:webgl_materials_physical_transmission materials / physical / transmission]
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</p>
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<h2>构造函数(Constructor)</h2>
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<h3>[name]( [param:Object parameters] )</h3>
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<p> [page:Object parameters] - (可选)用于定义材质外观的对象,具有一个或多个属性。
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材质的任何属性都可以从此处传入(包括从[page:Material]和[page:MeshStandardMaterial]继承的任何属性)<br /><br />
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属性[page:Hexadecimal color]例外,其可以作为十六进制字符串传递,默认情况下为 *0xffffff*(白色),内部调用[page:Color.set](color)。
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</p>
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<h2>属性(Properties)</h2>
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<p>共有属性请参见其基类[page:Material]和[page:MeshStandardMaterial]。</p>
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<h3>[property:Color attenuationColor]</h3>
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<p>
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The color that white light turns into due to absorption when reaching the attenuation distance. Default is *white* (0xffffff).
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</p>
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<h3>[property:Float attenuationDistance]</h3>
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<p>
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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 units, and must be greater than zero. Default is `Infinity`.
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</p>
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<h3>[property:Float clearcoat]</h3>
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<p>
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表示clear coat层的强度,范围从*0.0*到*1.0*m,当需要在表面加一层薄薄的半透明材质的时候,可以使用与clear coat相关的属性,默认为*0.0*;
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</p>
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<h3>[property:Texture clearcoatMap]</h3>
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<p>
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这个贴图的红色通道值会与[page:.clearcoat]相乘作为整个clear coat的强度值层,默认为*null*。
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</p>
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<h3>[property:Texture clearcoatNormalMap]</h3>
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<p>用于为clear coat层设置的独立的法线贴图,默认为*null*。</p>
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<h3>[property:Vector2 clearcoatNormalScale]</h3>
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<p>衡量[page:.clearcoatNormalMap]影响clear coat层多少的值,由*(0,0)*到*(1,1)*,默认为*(1,1)*。</p>
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<h3>[property:Float clearcoatRoughness]</h3>
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<p>clear coat层的粗糙度,由*0.0*到*1.0*。 默认为*0.0*</p>
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<h3>[property:Texture clearcoatRoughnessMap]</h3>
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<p>
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此纹理的绿色通道值会与[page:.clearcoatRoughness]相乘,用于改变clear coat的粗糙度,默认为*null*
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</p>
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<h3>[property:Object defines]</h3>
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<p> 如下形式的对象:
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<code>
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{
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'STANDARD': ''
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'PHYSICAL': '',
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};
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</code>
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[page:WebGLRenderer]使用它来选择shaders。
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</p>
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<h3>[property:Float ior]</h3>
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<p>
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为非金属材质所设置的折射率,范围由*1.0*到*2.333*。默认为*1.5*。
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<br />
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</p>
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<h3>[property:Float reflectivity]</h3>
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<p>
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反射率,由*0.0*到*1.0*。默认为*0.5*, 相当于折射率1.5。
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<br />
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这模拟了非金属材质的反射率。当[page:MeshStandardMaterial metalness]为*1.0*时,此属性无效。
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</p>
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<h3>[property:Float sheen]</h3>
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<p>
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光泽层的强度,范围是*0.0*到*1.0*。默认为*0.0*。
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</p>
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<h3>[property:Float sheenRoughness]</h3>
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<p>
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光泽层的粗糙度,由*0.0*到*1.0*。默认值是*1.0*。
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</p>
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<h3>[property:Texture sheenRoughnessMap]</h3>
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<p>
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此纹理的透明通道会与[page:.sheenRoughness]相乘,用于改变光泽层的粗糙度,默认为*null*;
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</p>
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<h3>[property:Color sheenColor]</h3>
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<p>
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光泽颜色,默认为*0xffffff*白色。
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</p>
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<h3>[property:Texture sheenColorMap]</h3>
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<p>
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此纹理的RGB通道会与[page:.sheenColor]光泽颜色相乘,最终作为光泽颜色结果,默认为*null*。
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</p>
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<h3>[property:Float specularIntensity]</h3>
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<p>
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用于控制非金属材质高光反射强度的浮点值。漫反射材质对应的值为0。范围从*0.0*到*1.0*。 默认值为*0.0*。
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</p>
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<h3>[property:Texture specularIntensityMap]</h3>
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<p>
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此纹理的alpha通道将与[page:.specularIntensity]相乘,用于逐像素地控制高光强度。默认值为*null*。
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</p>
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<h3>[property:Color specularColor]</h3>
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<p>
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非金属材质在垂直于法线方向观看时的高光反射颜色。默认值为*0xffffff*,白色。
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</p>
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<h3>[property:Texture specularColorMap]</h3>
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<p>
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此纹理的alpha通道将与[page:.specularColor]相乘,用于逐像素地控制高光颜色。默认值为*null*。
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</p>
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<h3>[property:Float thickness]</h3>
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<p>
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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*.
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</p>
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<h3>[property:Texture thicknessMap]</h3>
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<p>
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A texture that defines the thickness, stored in the G channel. This will be multiplied by [page:.thickness]. Default is *null*.
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</p>
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<h3>[property:Float transmission]</h3>
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<p>
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透光率(或者说透光性),范围从*0.0*到*1.0*。默认值是*0.0*。<br />
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很薄的透明或者半透明的塑料、玻璃材质即便在几乎完全透明的情况下仍旧会保留反射的光线,透光性属性用于这种类型的材质。<br />
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当透光率不为0的时候, [page:Material.opacity opacity]透明度应设置为*1*.
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</p>
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<h3>[property:Texture transmissionMap]</h3>
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<p>
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此纹理的红色通道会与透光性[page:.transmission]相乘最为最终的透光性结果。默认为*null*。
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</p>
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<h2>方法(Methods)</h2>
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<p>共有方法请参见其基类[page:Material] 和[page:MeshStandardMaterial]。</p>
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<h2>源码(Source)</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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