A material for shiny surfaces with specular highlights.
The material uses a non-physically based Blinn-Phong model for calculating reflectance. Unlike the Lambertian model used in the MeshLambertMaterial this can simulate shiny surfaces with specular highlights (such as varnished wood). MeshPhongMaterial uses per-fragment shading.
Performance will generally be greater when using this material over the 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.
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.
How much the bump map affects the material. Typical ranges are 0-1. Default is 1.
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.MultiplyOperation (default), v3d.MixOperation, v3d.AddOperation. If mix is chosen, the .reflectivity is used to blend between the two colors.
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.
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.
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.
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.
Define whether the material is rendered with flat shading. Default is false.
Whether the material is affected by fog. Default is
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. May optionally include an alpha channel, typically combined with .transparent or .alphaTest. Default is null. The texture map color is modulated by the diffuse .color.
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.
The type of normal map.
Options are v3d.TangentSpaceNormalMap (default), and v3d.ObjectSpaceNormalMap.
How much the normal map affects the material. Typical ranges are 0-1. Default is a Vector2 set to (1,1).
How much the environment map affects the surface; also see .combine. The default value is 1 and the valid range is between 0 (no reflections) and 1 (full reflections).
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
How shiny the .specular highlight is; a higher value gives a sharper highlight. Default is
Specular color of the material. Default is a Color set to
0x111111 (very dark grey).
This defines how shiny the material is and the color of its shine.
The specular map value affects both how much the specular surface highlight contributes and how much of the environment map affects the surface. 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.