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e2ce14e4
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e2ce14e4
编写于
11月 28, 2016
作者:
L
looeee
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差异文件
Updated descriptions for Lambert, Phong, Standard, Physical
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009d625c
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4
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4 changed file
with
47 addition
and
8 deletion
+47
-8
docs/api/materials/MeshLambertMaterial.html
docs/api/materials/MeshLambertMaterial.html
+14
-3
docs/api/materials/MeshPhongMaterial.html
docs/api/materials/MeshPhongMaterial.html
+13
-3
docs/api/materials/MeshPhysicalMaterial.html
docs/api/materials/MeshPhysicalMaterial.html
+5
-1
docs/api/materials/MeshStandardMaterial.html
docs/api/materials/MeshStandardMaterial.html
+15
-1
未找到文件。
docs/api/materials/MeshLambertMaterial.html
浏览文件 @
e2ce14e4
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@@ -13,10 +13,21 @@
<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>
...
...
docs/api/materials/MeshPhongMaterial.html
浏览文件 @
e2ce14e4
...
...
@@ -13,10 +13,20 @@
<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>
...
...
docs/api/materials/MeshPhysicalMaterial.html
浏览文件 @
e2ce14e4
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...
@@ -12,7 +12,11 @@
<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>
...
...
docs/api/materials/MeshStandardMaterial.html
浏览文件 @
e2ce14e4
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@@ -12,7 +12,21 @@
<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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