手册
- 起步
- 进阶
- 构建工具
参考
- 动画
- 动画 / 轨道
- 音频
- 摄像机
- 常量
- 核心
- 核心 / BufferAttributes
- 附件
- 附件 / 核心
- 附件 / 曲线
- 附件 / 物体
- 几何体
- 立方缓冲几何体(BoxGeometry)
- 圆形缓冲几何体(CircleGeometry)
- 圆锥缓冲几何体(ConeGeometry)
- 圆柱缓冲几何体(CylinderGeometry)
- 十二面缓冲几何体(DodecahedronGeometry)
- 边缘几何体(EdgesGeometry)
- 挤压缓冲几何体(ExtrudeGeometry)
- 二十面缓冲几何体(IcosahedronGeometry)
- 车削缓冲几何体(LatheGeometry)
- 八面缓冲几何体(OctahedronGeometry)
- 参数化缓冲几何体(ParametricGeometry)
- 平面缓冲几何体(PlaneGeometry)
- 多面缓冲几何体(PolyhedronGeometry)
- 圆环缓冲几何体(RingGeometry)
- 形状缓冲几何体(ShapeGeometry)
- 球缓冲几何体(SphereGeometry)
- 四面缓冲几何体(TetrahedronGeometry)
- 文本缓冲几何体(TextGeometry)
- 圆环缓冲几何体(TorusGeometry)
- 圆环缓冲扭结几何体(TorusKnotGeometry)
- 管道缓冲几何体(TubeGeometry)
- 网格几何体(WireframeGeometry)
- 辅助对象
- 灯光
- 灯光 / 阴影
- 加载器
- 加载器 / 管理器
- 材质
- 基础线条材质(LineBasicMaterial)
- 虚线材质(LineDashedMaterial)
- 材质(Material)
- 基础网格材质(MeshBasicMaterial)
- 深度网格材质(MeshDepthMaterial)
- MeshDistanceMaterial
- Lambert网格材质(MeshLambertMaterial)
- MeshMatcapMaterial
- 法线网格材质(MeshNormalMaterial)
- Phong网格材质(MeshPhongMaterial)
- 物理网格材质(MeshPhysicalMaterial)
- 标准网格材质(MeshStandardMaterial)
- MeshToonMaterial
- 点材质(PointsMaterial)
- 原始着色器材质(RawShaderMaterial)
- 着色器材质(ShaderMaterial)
- 阴影材质(ShadowMaterial)
- 点精灵材质(SpriteMaterial)
- 数学库
- 数学库 / 插值
- 物体
- 渲染器
- 渲染器 / 着色器
- 渲染器 / WebXR
- 场景
- 纹理贴图
示例
- 动画
- 控制
- 几何体
- 辅助对象
- 灯光
- 加载器
- 物体
- 后期处理
- 导出器
- 数学库
- QuickHull
- 渲染器
- 实用工具
开发者参考
- 差异化支持
- WebGL 渲染器
物理网格材质(MeshPhysicalMaterial)
MeshStandardMaterial的扩展,提供了更高级的基于物理的渲染属性:
- Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require a clear, reflective layer on top of another layer that may be irregular or rough. Clearcoat approximates this effect, without the need for a separate transparent surface.
- Physically-based transparency: One limitation of .opacity is that highly transparent materials are less reflective. Physically-based .transmission provides a more realistic option for thin, transparent surfaces like glass.
- Advanced reflectivity: More flexible reflectivity for non-metallic materials.
As a result of these complex shading features, MeshPhysicalMaterial has a higher performance cost, per pixel, than other three.js materials. Most effects are disabled by default, and add cost as they are enabled. For best results, always specify an environment map when using this material.
// iOS iframe auto-resize workaround if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) { const scene = document.getElementById( 'scene' ); scene.style.width = getComputedStyle( scene ).width; scene.style.height = getComputedStyle( scene ).height; scene.setAttribute( 'scrolling', 'no' ); }例子
materials / variations / physical
materials / physical / clearcoat
materials / physical / reflectivity
materials / physical / sheen
materials / physical / transmission
构造函数(Constructor)
MeshPhysicalMaterial( parameters : Object )
parameters - (可选)用于定义材质外观的对象,具有一个或多个属性。 材质的任何属性都可以从此处传入(包括从Material和MeshStandardMaterial继承的任何属性)
属性color例外,其可以作为十六进制字符串传递,默认情况下为 0xffffff(白色),内部调用Color.set(color)。
属性(Properties)
共有属性请参见其基类Material和MeshStandardMaterial。
.clearcoat : Float
Represents the intensity of the clear coat layer, from 0.0 to 1.0. Use clear coat related properties to enable multilayer materials that have a thin translucent layer over the base layer. Default is 0.0.
.clearcoatMap : Texture
The red channel of this texture is multiplied against .clearcoat, for per-pixel control over a coating's intensity. Default is null.
.clearcoatNormalMap : Texture
Can be used to enable independent normals for the clear coat layer. Default is null.
.clearcoatNormalScale : Vector2
How much .clearcoatNormalMap affects the clear coat layer, from (0,0) to (1,1). Default is (1,1).
.clearcoatRoughness : Float
Roughness of the clear coat layer, from 0.0 to 1.0. Default is 0.0.
.clearcoatRoughnessMap : Texture
The green channel of this texture is multiplied against .clearcoatRoughness, for per-pixel control over a coating's roughness. Default is null.
.defines : Object
如下形式的对象:
{ 'STANDARD': '' 'PHYSICAL': '', };WebGLRenderer使用它来选择shaders。
.ior : Float
Index-of-refraction for non-metallic materials, from 1.0 to 2.333. Default is 1.5.
.reflectivity : Float
Degree of reflectivity, from 0.0 to 1.0. Default is 0.5, which corresponds to an index-of-refraction of 1.5.
这模拟了非金属材质的反射率。当MeshStandardMaterial为1.0时,此属性无效。
.sheen : Color
If a color is assigned to this property, the material will use a special sheen BRDF intended for rendering cloth materials such as velvet. The sheen color provides the ability to create two-tone specular materials. null by default.
.transmission : Float
Degree of transmission (or optical transparency), from 0.0 to 1.0. Default is 0.0.
Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive. The transmission property can be used to model these materials.
When transmission is non-zero, opacity should be set to 1.
.transmissionMap : Texture
The red channel of this texture is multiplied against .transmission, for per-pixel control over optical transparency. Default is null.
方法(Methods)
共有方法请参见其基类Material 和MeshStandardMaterial。
源码(Source)
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