A material for non-shiny surfaces, without specular highlights.
The material uses a non-physically based Lambertian model for calculating reflectance. This can simulate some surfaces (such as untreated wood or stone) well, but cannot simulate shiny surfaces with specular highlights (such as varnished wood).
Shading is calculated using a Gouraud shading model. This calculates shading per vertex (i.e. in the vertex shader) and interpolates the results over the polygon's faces.
Due to the simplicity of the reflectance and illumination models, performance will be greater when using this material over the MeshPhongMaterial, MeshStandardMaterial or MeshPhysicalMaterial, at the cost of some graphical accuracy.
parameters - (optional) an object with one or more properties defining the material's appearance.
Any property of the material (including any property inherited from Material) can be passed in here.
The exception is the property color, which can be passed in as a hexadecimal string and is 0xffffff (white) by default. Color.set(color) is called internally.
See the base Material class for common properties.
The alpha map is a grayscale texture that controls the opacity across the surface
(black: fully transparent; white: fully opaque). Default is null.
Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the 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.
The red channel of this texture is used as the ambient occlusion map. Default is null. The aoMap requires a second set of UVs.
Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.
Color of the material, by default set to white (0xffffff).
How to combine the result of the surface's color with the environment map, if any.
Options are v3d.Multiply (default), v3d.MixOperation, v3d.AddOperation. If mix is chosen, the .reflectivity is used to blend between the two colors.
Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.
Set emissive (glow) map. Default is null. The emissive map color is modulated by the emissive color and the emissive intensity. If you have an emissive map, be sure to set the emissive color to something other than black.
Intensity of the emissive light. Modulates the emissive color. Default is 1.
The environment map. Default is null.
The light map. Default is null. The lightMap requires a second set of UVs.
Intensity of the baked light. Default is 1.
The color map. Default is null.
How much the environment map affects the surface; also see .combine.
The index of refraction (IOR) of air (approximately 1) divided by the index of refraction of the material. It is used with environment mapping modes v3d.CubeRefractionMapping and v3d.EquirectangularRefractionMapping. The refraction ratio should not exceed 1. Default is 0.98.
Specular map used by the material. Default is null.
Render geometry as wireframe. Default is false (i.e. render as flat polygons).
Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.
This corresponds to the 2D Canvas lineCap property and it is ignored by the WebGL renderer.
Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.
This corresponds to the 2D Canvas lineJoin property and it is ignored by the WebGL renderer.
Controls wireframe thickness. Default is 1.
Due to limitations of the OpenGL Core Profile with the WebGL renderer on most platforms linewidth will always be 1 regardless of the set value.
See the base Material class for common methods.
For more info on how to obtain the source code of this module see this page.