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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 @@
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@@ -20,8 +20,8 @@
this can simulate shiny surfaces with specular highlights (such as varnished wood).
<br
/><br
/>
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.
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)
This calculates shading per pixel (i.e. in the [link:https://en.wikipedia.org/wiki/Shader#Pixel_shaders
fragment shader],
which gives more accurate results than the Gouraud model used by [page:MeshLambertMaterial],
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]
at the cost of some performance. The [page:MeshStandardMaterial] and [page:MeshPhysicalMaterial]
also use this shading model.
<br
/><br
/>
also use this shading model.
<br
/><br
/>
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docs/api/materials/MeshPhysicalMaterial.html
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@@ -15,7 +15,7 @@
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@@ -15,7 +15,7 @@
<div
class=
"desc"
>
<div
class=
"desc"
>
An extension of the [page:MeshStandardMaterial] that allows for greater control over reflectivity.
<br
/><br
/>
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>
</div>
<!-- <iframe id="scene" src="scenes/material-browser.html#MeshStandardMaterial"></iframe>
<!-- <iframe id="scene" src="scenes/material-browser.html#MeshStandardMaterial"></iframe>
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docs/api/materials/MeshStandardMaterial.html
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@@ -13,19 +13,44 @@
<h1>
[name]
</h1>
<h1>
[name]
</h1>
<div
class=
"desc"
>
<div
class=
"desc"
>
A standard physically-based material.
<br
/><br
/>
A standard physically based material.
<br
/><br
/>
A physically based micro-faceted reflectance model is used for this material - this gives a more
Physically based rendering (PBR) has recently become the standard in many 3D applications, such as
accurate and realistic looking result than the [page:MeshLambertMaterial] or [page:MeshPhongMaterial],
[link:https://blogs.unity3d.com/2014/10/29/physically-based-shading-in-unity-5-a-primer/ Unity],
at the cost of being more computationally expensive.
<br
/><br
/>
[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
/>
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)
This approach differs from older approaches in that instead of using approximations for the way in which
which gives more accurate results than the Gouraud model used by [page:MeshLambertMaterial],
light interacts with a surface, a physically correct model is used. The idea is that, instead of
at the cost of some performance. The [page:MeshPhongMaterial] also uses this shading model.
<br
/><br
/>
tweaking materials to look good under specific lighting, a material can be created that
will react 'correctly' under all lighting scenarios.
<br
/><br
/>
Note that for best results you should always specify a [page:.envMap environment map] when using this material.
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>
</div>
<iframe
id=
"scene"
src=
"scenes/material-browser.html#MeshStandardMaterial"
></iframe>
<iframe
id=
"scene"
src=
"scenes/material-browser.html#MeshStandardMaterial"
></iframe>
...
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