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<!DOCTYPE html>
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<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
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<body>
[page:Material] &rarr; [page:MeshStandardMaterial] &rarr;
<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>
<li>
<b>Sheen:</b> Can be used for representing cloth and fabric 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_loader_gltf_sheen loader / gltf / 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:Color attenuationColor]</h3>
<p>
The color that white light turns into due to absorption when reaching the attenuation distance. Default is `white` (0xffffff).
</p>
<h3>[property:Float attenuationDistance]</h3>
<p>
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`.
</p>
<h3>[property:Float clearcoat]</h3>
<p>
Represents the intensity 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 intensity. 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:Float sheen]</h3>
<p>
The intensity of the sheen layer, from `0.0` to `1.0`. Default is `0.0`.
</p>
<h3>[property:Float sheenRoughness]</h3>
<p>
Roughness of the sheen layer, from `0.0` to `1.0`. Default is `1.0`.
</p>
<h3>[property:Texture sheenRoughnessMap]</h3>
<p>
The alpha channel of this texture is multiplied against [page:.sheenRoughness], for per-pixel control
over sheen roughness. Default is `null`.
</p>
<h3>[property:Color sheenColor]</h3>
<p>
The sheen tint. Default is `0xffffff`, white.
</p>
<h3>[property:Texture sheenColorMap]</h3>
<p>
The RGB channels of this texture are multiplied against [page:.sheenColor], for per-pixel control
over sheen tint. Default is `null`.
</p>
<h3>[property:Float specularIntensity]</h3>
<p>
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`.
</p>
<h3>[property:Texture specularIntensityMap]</h3>
<p>
The alpha channel of this texture is multiplied against [page:.specularIntensity], for per-pixel control over specular intensity. Default is `null`.
</p>
<h3>[property:Color specularColor]</h3>
<p>
A [page:Color] that tints the specular reflection at normal incidence for non-metals only.
Default is `0xffffff`, white.
</p>
<h3>[property:Texture specularColorMap]</h3>
<p>
The RGB channels of this texture are multiplied against [page:.specularColor], for per-pixel control over specular color. Default is `null`.
</p>
<h3>[property:Float thickness]</h3>
<p>
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`.
</p>
<h3>[property:Texture thicknessMap]</h3>
<p>
A texture that defines the thickness, stored in the G channel. This will be multiplied by [page:.thickness]. Default is `null`.
</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 `0`.
</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>