提交 002c297d 编写于 作者: L looeee

Updated MeshStandardMaterial doc

上级 5b5e0754
......@@ -112,9 +112,6 @@
<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:String shading]</h3>
<div>Define shading type. Default is THREE.SmoothShading.</div>
<h3>[property:Boolean skinning]</h3>
<div>Define whether the material uses skinning. Default is false.</div>
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......@@ -130,9 +130,6 @@
<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:String shading]</h3>
<div>Define shading type. Default is THREE.SmoothShading.</div>
<h3>[property:Boolean skinning]</h3>
<div>Define whether the material uses skinning. Default is false.</div>
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......@@ -177,9 +177,6 @@
<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:String shading]</h3>
<div>Define shading type. Default is THREE.SmoothShading.</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>
......@@ -229,8 +226,6 @@
<h2>Methods</h2>
<div>See the base [page:Material] class for common methods.</div>
<h2>Methods</h2> -->
<h2>Source</h2>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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......@@ -12,7 +12,7 @@
<h1>[name]</h1>
<div class="desc">A standard physically-based material</div>
<div class="desc">A standard physically-based material.</div>
<iframe id="scene" src="scenes/material-browser.html#MeshStandardMaterial"></iframe>
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<h3>[name]( [page:Object parameters] )</h3>
<div>
parameters -- an object with one or more of the material's properties defining the material's appearance.
</div>
<div>
color — geometry color in hexadecimal. Default is 0xffffff.<br />
roughness — Set roughness. Default is 0.5.<br />
metalness — Set metalness. Default is 0.5.<br />
map — Set texture map. Default is null.<br />
lightMap — Set light map. Default is null.<br />
lightMapIntensity — Set light map intensity. Default is 1.<br />
aoMap — Set ao map. Default is null.<br />
aoMapIntensity — Set ao map intensity. Default is 1.<br />
emissive - Set emissive color. Default is 0x000000.<br />
emissiveMap — Set emissive map. Default is null.<br />
emissiveIntensity — Set emissive map intensity. Default is 1.<br />
bumpMap — Set bump map. Default is null.<br />
bumpMapScale — Set bump map scale. Default is 1.<br />
normalMap — Set normal map. Default is null.<br />
normalScale — Set normal XY scale. Default is (1, 1).<br />
displacementMap — Set displacement map. Default is null.<br />
displacementScale — Set displacement scale. Default is 1.<br />
displacementBias — Set displacement offset. Default is 0.<br />
roughnessMap - Set roughness map. Default is null.<br />
metalnessMap - Set metalness map. Default is null.<br />
alphaMap — Set alpha map. Default is null.<br />
envMap — Set env map. Default is null.<br />
envMapIntensity — Set env map intensity. Default is 1.0.<br />
refractionRatio — Set refraction ratio. Default is 0.98.<br />
fog — Define whether the material color is affected by global fog settings. Default is true.<br />
shading — Define shading type. Default is THREE.SmoothShading.<br />
wireframe — render geometry as wireframe. Default is false.<br />
wireframeLinewidth — Line thickness. Default is 1.<br />
wireframeLinecap — Define appearance of line ends. Default is 'round'.<br />
wireframeLinejoin — Define appearance of line joints. Default is 'round'.<br />
vertexColors — Define how the vertices gets colored. Default is THREE.NoColors.<br />
skinning — Define whether the material uses skinning. Default is false.<br />
morphTargets — Define whether the material uses morphTargets. Default is false.<br />
morphNormals — Define whether the material uses morphNormals. Default is false.
</div>
<div>
Example:<br>
materials.push( new THREE.MeshStandardMaterial( { color: 0x550000, envMap: reflectionCube, roughness: 0.1, metalness: 1.0 } ) );
[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 />
</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.<br /><br />
<h3>[property:Float roughness]</h3>
<div>
How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse.<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:Float metalness]</h3>
<div>
How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, nothing in between. A value between 0.0 and 1.0 could be used for a rusty metal look.<br />
</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, a texture that contains pre-baked diffuse lighting added to the surface. Default is null. The lightMap requires a second set of UVs.</div>
<h3>[property:Float lightMapIntensity]</h3>
<div>A scale factor for the light map's effect, higher being brighter.</div>
<h3>[property:Texture aoMap]</h3>
<div>Set ambient occlusion map, a texture that contains pre-baked darkening due to crevices on the surface. Default is null. The aoMap requires a second set of UVs.</div>
<div>The ambient occlusion map. Default is null.</div>
<h3>[property:Float aoMapIntensity]</h3>
<div>A scale factor for the ambient occlusion map's effect, higher being darker and more pronounced.</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 />
</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>
<h3>[property:Float emissiveIntensity]</h3>
<div>Intensity of the emissive light. Modulates the emissive color. Default is 1.</div>
<div>Intensity of the ambient occlusion effect. Default is 1. Zero is no occlusion effect.</div>
<h3>[property:Texture bumpMap]</h3>
<div>
......@@ -133,99 +71,154 @@
</div>
<h3>[property:Float bumpScale]</h3>
<div>
How much the bump map affects the material. Typical ranges are 0-1. Default is 1.
</div>
<div>How much the bump map affects the material. Typical ranges are 0-1. Default is 1.</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
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
</div>
<h3>[property:Vector2 normalScale]</h3>
<div>
How much the normal map affects the material. Typical ranges are 0-1. Default is (1, 1).
<h3>[property:Color color]</h3>
<div>[page:Color] of the material, by default set to white (0xffffff).</div>
<h3>[property:Object defines]</h3>
<div>An object of the form:
<code>
{ 'STANDARD': '' };
</code>
This is used by the [page:WebGLRenderer] for selecting shaders.
</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.
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.
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.
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 roughnessMap]</h3>
<div>The red channel of this texture is used to alter the roughness of the material.
<h3>[property:Color emissive]</h3>
<div>
Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
Default is black.
</div>
<h3>[property:Texture metalnessMap]</h3>
<div>The red channel of this texture is used to alter the metalness of the material.
<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>
<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 emissiveIntensity]</h3>
<div>Intensity of the emissive light. Modulates the emissive color. Default is 1.</div>
<h3>[property:TextureCube envMap]</h3>
<div>Set env map. Default is null.</div>
<div>The environment map. Default is null.</div>
<h3>[property:Float envMapIntensity]</h3>
<div>Scales the effect of the environment map by multiplying its color.</div>
<h3>[property:Boolean isMeshStandardMaterial]</h3>
<div>
Used to check whether this or derived classes are mesh standard materials. Default is *true*.<br /><br />
You should not change this, as it used internally for optimisation.
</div>
<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:Float metalness]</h3>
<div>
How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, nothing in between. A value between 0.0 and 1.0 could be used for a rusty metal look.<br />
</div>
<h3>[property:Texture metalnessMap]</h3>
<div>The red channel of this texture is used to alter the metalness of the material.</div>
<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*.
</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
the way the color is lit. Normal maps do not change the actual shape of the surface, only the lighting.
</div>
<h3>[property:Vector2 normalScale]</h3>
<div>
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: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 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:Float roughness]</h3>
<div>
How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse.
</div>
<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>
<h3>[property:Texture roughnessMap]</h3>
<div>The red channel of this texture is used to alter the roughness of the material.</div>
<div>Options are [page:Materials THREE.SmoothShading] (default), [page:Materials THREE.FlatShading].</div>
<h3>[property:Boolean skinning]</h3>
<div>Define whether the material uses skinning. Default is false.</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 <a href="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>
<h2>Source</h2>
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