Constructor
new MeshStandardMaterial( parameters : Object )
Constructs a new mesh standard material.
| parameters |
An object with one or more properties defining the material's appearance. Any property of the material (including any property from inherited materials) can be passed in here. Color values can be passed any type of value accepted by Color#set. |
Properties
.alphaMap : Texture
The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque).
Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the 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.
Default is null.
.aoMap : Texture
The red channel of this texture is used as the ambient occlusion map. Requires a second set of UVs.
Default is null.
.aoMapIntensity : number
Intensity of the ambient occlusion effect. Range is [0,1], where 0
disables ambient occlusion. Where intensity is 1 and the AO map's
red channel is also 1, ambient light is fully occluded on a surface.
Default is 1.
.bumpMap : Texture
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.
Default is null.
.bumpScale : number
How much the bump map affects the material. Typical range is [0,1].
Default is 1.
.displacementBias : number
The offset of the displacement map's values on the mesh's vertices. The bias is added to the scaled sample of the displacement map. Without a displacement map set, this value is not applied.
Default is 0.
.displacementMap : Texture
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.
Default is null.
.displacementScale : number
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 0.
.emissive : Color
Emissive (light) color of the material, essentially a solid color unaffected by other lighting.
Default is (0,0,0).
.emissiveIntensity : number
Intensity of the emissive light. Modulates the emissive color.
Default is 1.
.emissiveMap : Texture
Set emissive (glow) map. 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.
Default is null.
.envMap : Texture
The environment map. To ensure a physically correct rendering, environment maps are internally pre-processed with PMREMGenerator.
Default is null.
.envMapIntensity : number
Scales the effect of the environment map by multiplying its color.
Default is 1.
.envMapRotation : Euler
The rotation of the environment map in radians.
Default is (0,0,0).
.flatShading : boolean
Whether the material is rendered with flat shading or not.
Default is false.
.fog : boolean
Whether the material is affected by fog or not.
Default is true.
.isMeshStandardMaterial : boolean (readonly)
This flag can be used for type testing.
Default is true.
.lightMapIntensity : number
Intensity of the baked light.
Default is 1.
.map : Texture
The color map. May optionally include an alpha channel, typically combined
with Material#transparent or Material#alphaTest. The texture map
color is modulated by the diffuse color.
Default is null.
.metalness : number
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.
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.
Default is 0.
.metalnessMap : Texture
The blue channel of this texture is used to alter the metalness of the material.
Default is null.
.normalMap : Texture
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.
Default is null.
.normalMapType : TangentSpaceNormalMap | ObjectSpaceNormalMap
The type of normal map.
Default is TangentSpaceNormalMap.
.normalScale : Vector2
How much the normal map affects the material. Typical value range is [0,1].
Default is (1,1).
.roughness : number
How rough the material appears. 0.0 means a smooth mirror reflection, 1.0
means fully diffuse. If roughnessMap is also provided,
both values are multiplied.
Default is 1.
.roughnessMap : Texture
The green channel of this texture is used to alter the roughness of the material.
Default is null.
.wireframe : boolean
Renders the geometry as a wireframe.
Default is false.