MaterialMeshStandardMaterial

MeshPhysicalMaterial

An extension of the MeshStandardMaterial, providing more advanced physically-based rendering properties:

As a result of these complex shading features, MeshPhysicalMaterial has a higher performance cost, per pixel, than other Verge3D materials. Most effects are disabled by default, and add cost as they are enabled. For best results, always specify an environment map when using this material.

Examples

materials / variations / physical
materials / physical / clearcoat
materials / physical / reflectivity
materials / physical / sheen
materials / physical / transmission

Constructor

MeshPhysicalMaterial(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 and MeshStandardMaterial) 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.

Properties

See the base Material and MeshStandardMaterial classes for common properties.

.clearcoat : Float

Represents the thickness 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.

.clearcoatMap : Texture

The red channel of this texture is multiplied against .clearcoat, for per-pixel control over a coating's thickness. Default is null.

.clearcoatNormalMap : Texture

Can be used to enable independent normals for the clear coat layer. Default is null.

.clearcoatNormalScale : Vector2

How much .clearcoatNormalMap affects the clear coat layer, from (0,0) to (1,1). Default is (1,1).

.clearcoatRoughness : Float

Roughness of the clear coat layer, from 0.0 to 1.0. Default is 0.0.

.clearcoatRoughnessMap : Texture

The green channel of this texture is multiplied against .clearcoatRoughness, for per-pixel control over a coating's roughness. Default is null.

.defines : Object

An object of the form: { 'STANDARD': '' 'PHYSICAL': '', }; This is used by the WebGLRenderer for selecting shaders.

.ior : Float

Index-of-refraction for non-metallic materials, from 1.0 to 2.333. Default is 1.5.

.reflectivity : Float

Degree of reflectivity, from 0.0 to 1.0. Default is 0.5, which corresponds to an index-of-refraction of 1.5.
This models the reflectivity of non-metallic materials. It has no effect when metalness is 1.0

.sheen : Color

If a color is assigned to this property, the material will use a special sheen BRDF intended for rendering cloth materials such as velvet. The sheen color provides the ability to create two-tone specular materials. null by default.

.transmission : Float

Degree of transmission (or optical transparency), from 0.0 to 1.0. Default is 0.0.
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.
When transmission is non-zero, opacity should be set to 1.

.transmissionMap : Texture

The red channel of this texture is multiplied against .transmission, for per-pixel control over optical transparency. Default is null.

Methods

See the base Material and MeshStandardMaterial classes for common methods.

Source

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