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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] →
- <h1>[name]</h1>
- <p class="desc">
- [name] is defined by a MatCap (or Lit Sphere) texture, which encodes the
- material color and shading.<br /><br />
- [name] does not respond to lights since the matcap image file encodes
- baked lighting. It will cast a shadow onto an object that receives shadows
- (and shadow clipping works), but it will not self-shadow or receive
- shadows.
- </p>
- <iframe
- id="scene"
- src="scenes/material-browser.html#MeshMatcapMaterial"
- ></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 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: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:Boolean flatShading]</h3>
- <p>
- Define whether the material is rendered with flat shading. Default is
- false.
- </p>
- <h3>[property:Boolean fog]</h3>
- <p>Whether the material is affected by fog. Default is `true`.</p>
- <h3>[property:Texture map]</h3>
- <p>
- The color map. May optionally include an alpha channel, typically combined
- with [page:Material.transparent .transparent] or [page:Material.alphaTest .alphaTest].
- Default is null. The texture map color is modulated by the
- diffuse [page:.color].
- </p>
- <h3>[property:Texture matcap]</h3>
- <p>The matcap map. Default is null.</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>
- <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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