未验证 提交 8f83c3f4 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #18154 from mrdoob/meshstandardmaterial

MeshStandardMaterial: Changed roughness and metalness default values.
...@@ -201,7 +201,7 @@ ...@@ -201,7 +201,7 @@
<h3>[property:Float metalness]</h3> <h3>[property:Float metalness]</h3>
<p> <p>
How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, with nothing How much the material is like a metal. Non-metallic materials such as wood or stone use 0.0, metallic use 1.0, with nothing
(usually) in between. Default is 0.5. A value between 0.0 and 1.0 could be used for a rusty metal look. If metalnessMap is (usually) in between. Default is 0.0. A value between 0.0 and 1.0 could be used for a rusty metal look. If metalnessMap is
also provided, both values are multiplied. also provided, both values are multiplied.
</p> </p>
...@@ -245,7 +245,7 @@ ...@@ -245,7 +245,7 @@
<h3>[property:Float roughness]</h3> <h3>[property:Float roughness]</h3>
<p> <p>
How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse. Default is 0.5. How rough the material appears. 0.0 means a smooth mirror reflection, 1.0 means fully diffuse. Default is 1.0.
If roughnessMap is also provided, both values are multiplied. If roughnessMap is also provided, both values are multiplied.
</p> </p>
......
...@@ -164,7 +164,7 @@ ...@@ -164,7 +164,7 @@
<h3>[property:Float metalness]</h3> <h3>[property:Float metalness]</h3>
<p> 材质与金属的相似度。非金属材质,如木材或石材,使用0.0,金属使用1.0,通常没有中间值。 <p> 材质与金属的相似度。非金属材质,如木材或石材,使用0.0,金属使用1.0,通常没有中间值。
默认值为0.5。0.0到1.0之间的值可用于生锈金属的外观。如果还提供了metalnessMap,则两个值相乘。 默认值为0.0。0.0到1.0之间的值可用于生锈金属的外观。如果还提供了metalnessMap,则两个值相乘。
</p> </p>
<h3>[property:Texture metalnessMap]</h3> <h3>[property:Texture metalnessMap]</h3>
...@@ -197,7 +197,7 @@ ...@@ -197,7 +197,7 @@
</p> </p>
<h3>[property:Float roughness]</h3> <h3>[property:Float roughness]</h3>
<p> 材质的粗糙程度。0.0表示平滑的镜面反射,1.0表示完全漫反射。默认值为0.5。如果还提供roughnessMap,则两个值相乘。 <p> 材质的粗糙程度。0.0表示平滑的镜面反射,1.0表示完全漫反射。默认值为1.0。如果还提供roughnessMap,则两个值相乘。
</p> </p>
<h3>[property:Texture roughnessMap]</h3> <h3>[property:Texture roughnessMap]</h3>
......
...@@ -64,8 +64,8 @@ function MeshStandardMaterial( parameters ) { ...@@ -64,8 +64,8 @@ function MeshStandardMaterial( parameters ) {
this.type = 'MeshStandardMaterial'; this.type = 'MeshStandardMaterial';
this.color = new Color( 0xffffff ); // diffuse this.color = new Color( 0xffffff ); // diffuse
this.roughness = 0.5; this.roughness = 1.0;
this.metalness = 0.5; this.metalness = 0.0;
this.map = null; this.map = null;
......
...@@ -81,8 +81,8 @@ export default QUnit.module( 'Exporters', () => { ...@@ -81,8 +81,8 @@ export default QUnit.module( 'Exporters', () => {
assert.smartEqual( { assert.smartEqual( {
baseColorFactor: [ 1, 0, 0, 1 ], baseColorFactor: [ 1, 0, 0, 1 ],
metallicFactor: 0.5, metallicFactor: 0.0,
roughnessFactor: 0.5 roughnessFactor: 1.0
}, material.pbrMetallicRoughness, 'material' ); }, material.pbrMetallicRoughness, 'material' );
......
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