A standard physically based material, using Metallic-Roughness workflow.
Physically based rendering (PBR) has recently become the standard in many 3D applications. This approach differs from older approaches in that instead of using approximations for the way in which light interacts with a surface, a physically correct model is used. The idea is that, instead of tweaking materials to look good under specific lighting, a material can be created that will react 'correctly' under all lighting scenarios.
In practice this gives a more accurate and realistic looking result than the MeshLambertMaterial at the cost of being somewhat more computationally expensive. MeshStandardMaterial uses per-fragment shading.
For best results you should always specify an environment map when using this material.
For a non-technical introduction to the concept of PBR and how to set up a PBR material, check out these articles:
Technical details of the approach used in Verge3D (and most other PBR systems) can be found is this paper from Disney, by Brent Burley.
parameters — (optional) an object with one or more properties defining the material's appearance. Any property of the material (including any property inherited from Material) can be passed in here.
The exception is the property color, which can be passed in as a hexadecimal
string and is 0xffffff
(white) by default. Color.set(color) is called internally.
Instead of creating standard materials with JavaScript, it can be more efficient to simply make such materials in Blender, 3ds Max, or Maya.
See the base Material class for common properties.
The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null
.
Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the 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.
The red channel of this texture is used as the ambient occlusion map. Default is null
. The aoMap requires a second set of UVs.
Intensity of the ambient occlusion effect. Default is 1
. Zero is no occlusion effect.
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.
How much the bump map affects the material. Typical ranges are 0-1. Default is 1
.
Color of the material, by default set to white (0xffffff
).
An object of the form:
{ 'STANDARD': '' };
This is used by the WebGLRenderer for selecting shaders.
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.
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
.
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
.
Emissive (light) color of the material, essentially a solid color unaffected by other lighting. Default is black.
Set emissive (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.
Intensity of the emissive light. Modulates the emissive color. Default is 1
.
The environment map. To ensure a physically correct rendering, you should
only add environment maps which were preprocessed by PMREMGenerator.
Assigned automatically from a corresponding CubeReflectionProbe
object if Material.envMapAutoAssign is true
. Default is null
.
Scales the effect of the environment map by multiplying its color.
A Matrix4 used for applying the parallax effect to the material's
.envMap. This matrix carries the transformation from the world space
to the space of a particular reflection probe,
which environment map this material uses for rendering. Calculated
automatically if Material.envMapAutoAssign is true
. Default is
the identity matrix.
A Matrix4 inverse to .envMapParallaxMatrix. Used for applying the parallax effect to the material's .envMap. Calculated automatically if Material.envMapAutoAssign is true
. Default is the identity matrix.
Defines the type of the parallax volume. The same as CubeReflectionProbe.parallaxType. Assigned automatically from the corresponding CubeReflectionProbe if Material.envMapAutoAssign is true
. Default is ReflectionProbeTypeInfinite.
Define whether the material is rendered with flat shading. Default is false
.
Whether the material is affected by fog. Default is true
.
Read-only flag to check if a given object is of type MeshStandardMaterial.
The light map. Default is null. The lightMap requires a second set of UVs.
Intensity of the baked light. Default is 1.
The color map. May optionally include an alpha channel, typically combined with .transparent or .alphaTest. Default is null. The texture map color is modulated by the diffuse .color.
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 0.0. 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.
The blue channel of this texture is used to alter the metalness of the material.
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. In case the material has a normal map authored using the left handed convention, the y component of normalScale should be negated to compensate for the different handedness.
The type of normal map. Options are v3d.TangentSpaceNormalMap (default), and v3d.ObjectSpaceNormalMap.
How much the normal map affects the material. Typical ranges are 0-1.
Default is a Vector2 set to (1, 1)
.
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.
The green channel of this texture is used to alter the roughness of the material.
Render geometry as wireframe. Default is false
(i.e. render as flat polygons).
Controls wireframe thickness. Default is 1
.
Due to limitations of the OpenGL Core Profile with the WebGL renderer on most platforms linewidth will always be 1 regardless of the set value.
See the base Material class for common methods.
For more info on how to obtain the source code of this module see this page.