[page: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 [page:Material]) can be passed in here.<br/><br/>
The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal
string and is *0xffffff* (white) by default. [page:Color.set]( color ) is called internally.
</div>
<h2>Properties</h2>
<div>See the base [page:Material] class for common properties.</div>
<h3>[property:Color color]</h3>
<div>
Diffuse color of the material. Default is white.<br/>
<h3>[property:Texture alphaMap]</h3>
<div>The alpha map is a grayscale texture that controls the opacity across the surface
(black: fully transparent; white: fully opaque). Default is null.<br/><br/>
Only the color of the texture is used, ignoring the alpha channel if one exists.
For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the
green channel when sampling this texture due to the extra bit of precision provided
for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
luminance/alpha textures will also still work as expected.
</div>
<h3>[property:Color specular]</h3>
<h3>[property:Texture aoMap]</h3>
<div>The ambient occlusion map. Default is null.</div>
<h3>[property:Float aoMapIntensity]</h3>
<div>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</div>
<h3>[property:Texture bumpMap]</h3>
<div>
Specular color of the material, i.e., how shiny the material is and the color of its shine. Setting this the same color as the diffuse value (times some intensity) makes the material more metallic-looking; setting this to some gray makes the material look more plastic. Default is dark gray.<br/>
The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
be ignored.
</div>
<h3>[property:Float shininess]</h3>
<div>How shiny the specular highlight is; a higher value gives a sharper highlight. Default is *30*.</div>
<h3>[property:Float bumpScale]</h3>
<div>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</div>
<h3>[property:Texture map]</h3>
<div>Set color texture map. Default is null. The texture map color is modulated by the diffuse color.</div>
<h3>[property:Texture lightMap]</h3>
<div>Set light map. Default is null. The lightMap requires a second set of UVs.</div>
<h3>[property:Color color]</h3>
<div>[page:Color] of the material, by default set to white (0xffffff).</div>
<h3>[property:Float lightMapIntensity]</h3>
<div>TODO</div>
<h3>[property:Integer combine]</h3>
<div>
How to combine the result of the surface's color with the environment map, if any.<br/><br/>
<h3>[property:Texture aoMap]</h3>
<div>Set ambient occlusion map. Default is null. The aoMap requires a second set of UVs.</div>
Options are [page:Materials THREE.Multiply] (default), [page:Materials THREE.MixOperation],
[page:Materials THREE.AddOperation]. If mix is chosen, the [page:.reflectivity] is used to
blend between the two colors.
</div>
<h3>[property:Float aoMapIntensity]</h3>
<div>TODO</div>
<h3>[property:Texture displacementMap]</h3>
<div>
The displacement map affects the position of the mesh's vertices. Unlike other maps
which only affect the light and shade of the material the displaced vertices can cast shadows,
block other objects, and otherwise act as real geometry. The displacement texture is
an image where the value of each pixel (white being the highest) is mapped against,
and repositions, the vertices of the mesh.
</div>
<h3>[property:Float displacementScale]</h3>
<div>
How much the displacement map affects the mesh (where black is no displacement,
and white is maximum displacement). Without a displacement map set, this value is not applied.
Default is 1.
</div>
<h3>[property:Float displacementBias]</h3>
<div>
The offset of the displacement map's values on the mesh's vertices.
Without a displacement map set, this value is not applied. Default is 0.
</div>
<h3>[property:Color emissive]</h3>
<div>
Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.<br/>
Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
Default is black.
</div>
<h3>[property:Texture emissiveMap]</h3>
<div>Set emisssive (glow) map. Default is null. The emissive map color is modulated by the emissive color and the emissive intensity. If you have an emissive map, be sure to set the emissive color to something other than black.</div>
<div>
Set emisssive (glow) map. Default is null. The emissive map color is modulated by
the emissive color and the emissive intensity. If you have an emissive map, be sure to
set the emissive color to something other than black.
</div>
<h3>[property:Float emissiveIntensity]</h3>
<div>Intensity of the emissive light. Modulates the emissive color. Default is 1.</div>
<h3>[property:Texture bumpMap]</h3>
<h3>[property:TextureCube envMap]</h3>
<div>The environment map. Default is null.</div>
<h3>[property:Boolean isMeshPhongMaterial]</h3>
<div>
The texture to create a bump map. The black and white values map to the perceived depth in relation to the lights.
Bump doesn't actually affect the geometry of the object, only the lighting. If a normal map is defined this will
be ignored.
Used to check whether this or derived classes are mesh Phong materials. Default is *true*.<br/><br/>
You should not change this, as it used internally for optimisation.
</div>
<h3>[property:Float bumpScale]</h3>
<h3>[property:Texture lightMap]</h3>
<div>The light map. Default is null. The lightMap requires a second set of UVs.</div>
<h3>[property:Float lightMapIntensity]</h3>
<div>Intensity of the baked light. Default is 1.</div>
<h3>[property:Texture map]</h3>
<div>The color map. Default is null. The texture map color is modulated by the diffuse [page:.color].</div>
<h3>[property:boolean morphNormals]</h3>
<div>
How much the bump map affects the material. Typical ranges are 0-1. Default is 1.
Defines whether the material uses morphNormals. Set as true to pass morphNormal
attributes from the [page:Geometry] to the shader. Default is *false*.
</div>
<h3>[property:Boolean morphTargets]</h3>
<div>Define whether the material uses morphTargets. Default is false.</div>
<h3>[property:Texture normalMap]</h3>
<div>
The texture to create a normal map. The RGB values affect the surface normal for each pixel fragment and change
...
...
@@ -143,87 +166,70 @@
<h3>[property:Vector2 normalScale]</h3>
<div>
How much the normal map affects the material. Typical ranges are 0-1. Default is (1,1).
How much the normal map affects the material. Typical ranges are 0-1.
Default is a [page:Vector2] set to (1,1).
</div>
<h3>[property:Texture displacementMap]</h3>
<div>
The displacement map affects the position of the mesh's vertices. Unlike other maps which only affect the light and shade of the material the displaced vertices can cast shadows, block other objects, and otherwise act as real geometry.
The displacement texture is an image where the value of each pixel (white being the highest) is mapped against, and repositions, the vertices of the mesh.
</div>
<h3>[property:Float displacementScale]</h3>
<div>
How much the displacement map affects the mesh (where black is no displacement, and white is maximum displacement). Without a displacement map set, this value is not applied. Default is 1.
</div>
<h3>[property:Float displacementBias]</h3>
<div>
The offset of the displacement map's values on the mesh's vertices. Without a displacement map set, this value is not applied. Default is 0.
</div>
<h3>[property:Texture specularMap]</h3>
<div>The specular map value affects both how much the specular surface highlight contributes and how much of the environment map affects the surface. Default is null.</div>
<h3>[property:Texture alphaMap]</h3>
<div>The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.</div>
<div>Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.</div>
<h3>[property:Float reflectivity]</h3>
<div>How much the environment map affects the surface; also see [page:.combine].</div>
<h3>[property:TextureCube envMap]</h3>
<div>Set env map. Default is null.</div>
<h3>[property:Float refractionRatio]</h3>
<div>The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.</div>
<h3>[property:Integer combine]</h3>
<div>How to combine the result of the surface's color with the environment map, if any.</div>
<h3>[property:String shading]</h3>
<div>Define shading type. Default is THREE.SmoothShading.</div>
<div>Options are [page:Materials THREE.Multiply] (default), [page:Materials THREE.MixOperation], [page:Materials THREE.AddOperation]. If mix is chosen, the reflectivity is used to blend between the two colors.</div>
<h3>[property:Float shininess]</h3>
<div>How shiny the [page:.specular] highlight is; a higher value gives a sharper highlight. Default is *30*.</div>
<h3>[property:Float reflectivity]</h3>
<div>How much the environment map affects the surface; also see "combine".</div>
<h3>[property:Float refractionRatio]</h3>
<div>The index of refraction for an environment map using [page:Textures THREE.CubeRefractionMapping]. Default is *0.98*.</div>
<h3>[property:Boolean skinning]</h3>
<div>Define whether the material uses skinning. Default is false.</div>
<h3>[property:Boolean fog]</h3>
<div>Define whether the material color is affected by global fog settings. Default is *true*.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>[property:Texture specular]</h3>
<div>
Specular color of the material. Default is a [page:Color] set to *0x111111* (very dark grey).<br/><br/>
<h3>[property:Integer shading]</h3>
<div>How the triangles of a curved surface are rendered: as a smooth surface, as flat separate facets, or no shading at all.</div>
This defines how shiny the material is and the color of its shine.
</div>
<div>Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading].</div>
<h3>[property:Texture specularMap]</h3>
<div>
The specular map value affects both how much the specular surface highlight
contributes and how much of the environment map affects the surface. Default is null.
</div>
<h3>[property:Boolean wireframe]</h3>
<div>Whether the triangles' edges are displayed instead of surfaces. Default is *false*.</div>
<h3>[property:Float wireframeLinewidth]</h3>
<div>Line thickness for wireframe mode. Default is *1.0*.</div>
<div>Due to limitations in the <ahref="https://code.google.com/p/angleproject/"target="_blank">ANGLE layer</a>, on Windows platforms linewidth will always be 1 regardless of the set value.</div>
<div>Render geometry as wireframe. Default is *false* (i.e. render as flat polygons).</div>
<h3>[property:String wireframeLinecap]</h3>
<div>Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
<div>
Define appearance of line ends. Possible values are "butt", "round" and "square". Default is 'round'.<br/><br/>
<h3>[property:String wireframeLinejoin]</h3>
<div>Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:WebGLRenderer WebGL] renderer, but does work with the [page:CanvasRenderer Canvas] renderer.</div>
This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineCap 2D Canvas lineCap]
property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
</div>
<h3>[property:Integer vertexColors]</h3>
<div>Define how the vertices gets colored. Possible values are THREE.NoColors, THREE.FaceColors and THREE.VertexColors. Default is THREE.NoColors.</div>
<div>This setting might not have any effect when used with certain renderers. For example, it is ignored with the [page:CanvasRenderer Canvas] renderer, but does work with the [page:WebGLRenderer WebGL] renderer.</div>
<h3>[property:String wireframeLinejoin]</h3>
<div>
Define appearance of line joints. Possible values are "round", "bevel" and "miter". Default is 'round'.<br/><br/>
<h3>[property:Boolean skinning]</h3>
<div>Define whether the material uses skinning. Default is *false*.</div>
This corresponds to the [link:https://developer.mozilla.org/en/docs/Web/API/CanvasRenderingContext2D/lineJoin 2D Canvas lineJoin]
property and it is ignored by the [page:WebGLRenderer WebGL] renderer.
</div>
<h3>[property:Boolean morphTargets]</h3>
<div>Define whether the material uses morphTargets. Default is *false*.</div>
<h3>[property:Float wireframeLinewidth]</h3>
<div>Controls wireframe thickness. Default is 1.<br/><br/>
<h3>[property:boolean morphNormals]</h3>
<div>
Defines whether the material uses morphNormals. Set as true to pass morphNormal attributes from the [page:Geometry]
to the shader. Default is *false*.
Due to limitations in the [link:https://code.google.com/p/angleproject ANGLE layer],
on Windows platforms linewidth will always be 1 regardless of the set value.
</div>
<h2>Methods</h2>
<div>See the base [page:Material] class for common methods.</div>