提交 e2ce14e4 编写于 作者: L looeee

Updated descriptions for Lambert, Phong, Standard, Physical

上级 009d625c
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<h1>[name]</h1>
<div class="desc">
A material for non-shiny (Lambertian) surfaces. <br />
A material for non-shiny surfaces, without specular highlights.<br /><br />
Unlike the [page:MeshPhongMaterial] which calculates lighting per pixel,
lighting is calculated per vertex and interpolated in between.
The uses a non-physically based [link:https://en.wikipedia.org/wiki/Lambertian_reflectance Lambertian]
model for calculating reflectance. This can simulate some surfaces (such as untreated wood or stone) well,
but cannot simulate shiny surfaces with specular highlights (such as varnished wood).<br /><br />
Shading is calculated using a [link:https://en.wikipedia.org/wiki/Gouraud_shading Gouraud] shading model.
This calculates shading per vertex (i.e. in the [link:https://en.wikipedia.org/wiki/Shader#Vertex_shaders vertex shader])
and interpolates the results over the polygon's faces.<br /><br />
Due to the simplicity of the reflectance and illumination models, performance will be greater
when using this material over the [page:MeshPhongMaterial], [page:MeshStandardMaterial] or [page:MeshPhysicalMaterial],
at the cost of some graphical accuracy.
</div>
<iframe id="scene" src="scenes/material-browser.html#MeshLambertMaterial"></iframe>
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<h1>[name]</h1>
<div class="desc">
A material for shiny surfaces.<br />
A material for shiny surfaces with specular highlights.<br /><br />
Unlike the [page:MeshLambertMaterial] which calculate lightting per vertex and
interpolates in between, lighting is evaluated per pixel.
The uses a non-physically based [link:https://en.wikipedia.org/wiki/LBlinn-Phong_shading_model Blinn-Phong]
model for calculating reflectance. Unlike the Lambertian model used in the [page:MeshLambertMaterial]
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],
at the cost of some performance. The [page:MeshStandardMaterial] and [page:MeshPhysicalMaterial]
also use this shading model.<br /><br />
Performance will generally be greater when using this material over the [page:MeshStandardMaterial]
or [page:MeshPhysicalMaterial], at the cost of some graphical accuracy.
</div>
<iframe id="scene" src="scenes/material-browser.html#MeshPhongMaterial"></iframe>
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<h1>[name]</h1>
<div class="desc">An extension of the [page:MeshStandardMaterial] that allows for greater control over reflectivity.</div>
<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.
</div>
<!-- <iframe id="scene" src="scenes/material-browser.html#MeshStandardMaterial"></iframe>
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<h1>[name]</h1>
<div class="desc">A standard physically-based material.</div>
<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.
</div>
<iframe id="scene" src="scenes/material-browser.html#MeshStandardMaterial"></iframe>
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