Material

MeshNormalMaterial

A material that maps the normal vectors to RGB colors.

Constructor

MeshNormalMaterial(parameters : 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 Material) can be passed in here.

Properties

See the base Material class for common properties.

.bumpMap : Texture

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.

.bumpScale : Float

How much the bump map affects the material. Typical ranges are 0-1. Default is 1.

.displacementMap : Texture

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.

.displacementScale : Float

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.

.displacementBias : Float

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.

.fog : Boolean

Whether the material is affected by fog. Default is false.

.morphNormals : boolean

Defines whether the material uses morphNormals. Set as true to pass morphNormal attributes from the Geometry to the shader. Default is false.

.morphTargets : Boolean

Define whether the material uses morphTargets. Default is false.

.normalMap : Texture

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.

.normalMapType : Integer

The type of normal map.

Options are v3d.TangentSpaceNormalMap (default), and v3d.ObjectSpaceNormalMap.

.normalScale : Vector2

How much the normal map affects the material. Typical ranges are 0-1. Default is a Vector2 set to (1,1).

.skinning : Boolean

Define whether the material uses skinning. Default is false.

.wireframe : boolean

Render geometry as wireframe. Default is false (i.e. render as smooth shaded).

.wireframeLinewidth : Float

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.

Methods

See the base Material class for common methods.

Source

For more info on how to obtain the source code of this module see this page.