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5965620c
编写于
11月 29, 2016
作者:
L
looeee
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Updated MeshStandardMaterial description
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docs/api/materials/MeshPhongMaterial.html
docs/api/materials/MeshPhongMaterial.html
+2
-2
docs/api/materials/MeshPhysicalMaterial.html
docs/api/materials/MeshPhysicalMaterial.html
+1
-1
docs/api/materials/MeshStandardMaterial.html
docs/api/materials/MeshStandardMaterial.html
+38
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未找到文件。
docs/api/materials/MeshPhongMaterial.html
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5965620c
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@@ -20,8 +20,8 @@
this can simulate shiny surfaces with specular highlights (such as varnished wood).
<br
/><br
/>
Shading is calculated using a [link:https://en.wikipedia.org/wiki/Phong_shading Phong] shading model.
This calculates shading per pixel (i.e. in the [link:https://en.wikipedia.org/wiki/Shader#Pixel_shaders
pixel shader], AKA fragment shader)
which gives more accurate results than the Gouraud model used by [page:MeshLambertMaterial],
This calculates shading per pixel (i.e. in the [link:https://en.wikipedia.org/wiki/Shader#Pixel_shaders
fragment shader],
AKA pixel shader)
which gives more accurate results than the Gouraud model used by [page:MeshLambertMaterial],
at the cost of some performance. The [page:MeshStandardMaterial] and [page:MeshPhysicalMaterial]
also use this shading model.
<br
/><br
/>
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docs/api/materials/MeshPhysicalMaterial.html
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5965620c
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@@ -15,7 +15,7 @@
<div
class=
"desc"
>
An extension of the [page:MeshStandardMaterial] that allows for greater control over reflectivity.
<br
/><br
/>
Note that for best results you should always specify a [page:.envMap environment map] when using this material.
Note that for best results you should always specify a
n
[page:.envMap environment map] when using this material.
</div>
<!-- <iframe id="scene" src="scenes/material-browser.html#MeshStandardMaterial"></iframe>
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docs/api/materials/MeshStandardMaterial.html
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5965620c
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@@ -13,19 +13,44 @@
<h1>
[name]
</h1>
<div
class=
"desc"
>
A standard physically-based material.
<br
/><br
/>
A physically based micro-faceted reflectance model is used for this material - this gives a more
accurate and realistic looking result than the [page:MeshLambertMaterial] or [page:MeshPhongMaterial],
at the cost of being more computationally expensive.
<br
/><br
/>
Shading is calculated using a [link:https://en.wikipedia.org/wiki/Phong_shading Phong] shading model.
This calculates shading per pixel (i.e. in the [link:https://en.wikipedia.org/wiki/Shader#Pixel_shaders pixel shader], AKA fragment shader)
which gives more accurate results than the Gouraud model used by [page:MeshLambertMaterial],
at the cost of some performance. The [page:MeshPhongMaterial] also uses this shading model.
<br
/><br
/>
Note that for best results you should always specify a [page:.envMap environment map] when using this material.
A standard physically based material.
<br
/><br
/>
Physically based rendering (PBR) has recently become the standard in many 3D applications, such as
[link:https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/ Unity],
[link:https://docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/PhysicallyBased/ Unreal] and
[link:http://area.autodesk.com/blogs/the-3ds-max-blog/what039s-new-for-rendering-in-3ds-max-2017 3D Studio Max].
<br
/><br
/>
This approach differs from older approaches in that instead of using approximations for the way in which
light interacts with a surface, a physically correct model is used. The idea is that, instead of
tweaking materials to look good under specific lighting, a material can be created that
will react 'correctly' under all lighting scenarios.
<br
/><br
/>
In practice this gives a more accurate and realistic looking result than the [page:MeshLambertMaterial]
or [page:MeshPhongMaterial], at the cost of being somewhat more computationally expensive.
<br
/><br
/>
Shading is calculated in the same way as for the [page:MeshPhongMaterial], using a
[link:https://en.wikipedia.org/wiki/Phong_shading Phong] shading model. This calculates shading
per pixel (i.e. in the [link:https://en.wikipedia.org/wiki/Shader#Pixel_shaders fragment shader],
AKA pixel shader) which gives more accurate results than the Gouraud model used by
[page:MeshLambertMaterial], at the cost of some performance.
<br
/><br
/>
Note that for best results you should always specify an [page:.envMap environment map] when using
this material.
<br
/><br
/>
For a non-technical introduction to the concept of PBR and how to set up a PBR material,
check out these articles by the people at [link:https://www.marmoset.co marmoset]:
<ul>
<li>
[link:https://www.marmoset.co/posts/basic-theory-of-physically-based-rendering/ Basic Theory of Physically Based Rendering]
</li>
<li>
[link:https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/ Physically Based Rendering and You Can Too]
</li>
</ul>
Technical details of the approach used in Three (and most other PBR systems) can be found is this
[link:https://disney-animation.s3.amazonaws.com/library/s2012_pbs_disney_brdf_notes_v2.pdf paper from Disney] (pdf),
by Brent Burley.
</div>
<iframe
id=
"scene"
src=
"scenes/material-browser.html#MeshStandardMaterial"
></iframe>
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