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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>Anisotropy:</b> Ability to represent the anisotropic property of materials
- as observable with brushed metals.
- </li>
- <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>Iridescence:</b> Allows to render the effect where hue varies
- depending on the viewing angle and illumination angle. This can be seen on
- soap bubbles, oil films, or on the wings of many insects.
- </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_loader_gltf_anisotropy loader / gltf / anisotropy]<br />
- [example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
- [example:webgl_loader_gltf_iridescence loader / gltf / iridescence]<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:Float anisotropy]</h3>
- <p>
- The anisotropy strength. Default is `0.0`.
- </p>
- <h3>[property:Texture anisotropyMap]</h3>
- <p>
- Red and green channels represent the anisotropy direction in `[-1, 1]` tangent,
- bitangent space, to be rotated by [page:.anisotropyRotation]. The blue channel
- contains strength as `[0, 1]` to be multiplied by [page:.anisotropy]. Default is `null`.
- </p>
- <h3>[property:Float anisotropyRotation]</h3>
- <p>
- The rotation of the anisotropy in tangent, bitangent space, measured in radians
- counter-clockwise from the tangent. When [page:.anisotropyMap] is present, this
- property provides additional rotation to the vectors in the texture. Default is `0.0`.
- </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 dispersion]</h3>
- <p>
- Defines the strength of the angular separation of colors (chromatic aberration) transmitting through a relatively clear volume.
- Any value zero or larger is valid, the typical range of realistic values is `[0, 1]`.
- Default is `0` (no dispersion).
- This property can be only be used with transmissive objects, see [page:.transmission].
- </p>
- <h3>[property:Float ior]</h3>
- <p>
- Index-of-refraction for non-metallic materials, from `1.0` to `2.333`.
- Default is `1.5`.
- </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 iridescence]</h3>
- <p>
- The intensity of the [link:https://en.wikipedia.org/wiki/Iridescence iridescence] layer, simulating RGB color shift based on the angle between the surface and the viewer, from `0.0` to `1.0`. Default is `0.0`.
- </p>
- <h3>[property:Texture iridescenceMap]</h3>
- <p>
- The red channel of this texture is multiplied against
- [page:.iridescence], for per-pixel control over iridescence.
- Default is `null`.
- </p>
- <h3>[property:Float iridescenceIOR]</h3>
- <p>
- Strength of the iridescence RGB color shift effect, represented by an index-of-refraction. Between `1.0` to `2.333`.
- Default is `1.3`.
- </p>
- <h3>[property:Array iridescenceThicknessRange]</h3>
- <p>
- Array of exactly 2 elements, specifying minimum and maximum thickness of the iridescence layer.
- Thickness of iridescence layer has an equivalent effect of the one [page:.thickness] has on [page:.ior].
- Default is `[100, 400]`.<br />
- If [page:.iridescenceThicknessMap] is not defined, iridescence thickness will use only the second element of the given array.
- </p>
- <h3>[property:Texture iridescenceThicknessMap]</h3>
- <p>
- A texture that defines the thickness of the iridescence layer, stored in the green channel.
- Minimum and maximum values of thickness are defined by [page:.iridescenceThicknessRange] array:<br/>
- <ul>
- <li>`0.0` in the green channel will result in thickness equal to first element of the array.</li>
- <li>`1.0` in the green channel will result in thickness equal to second element of the array.</li>
- <li>Values in-between will linearly interpolate between the elements of the array.</li>
- </ul>
- Default is `null`.
- </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 `0x000000`, black.</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 `1.0`.
- </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 green 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 `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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