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<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8" />
<base href="../../../" />
<script src="page.js"></script>
<link type="text/css" rel="stylesheet" href="page.css" />
</head>
<body>
[page:Material] &rarr; [page:MeshStandardMaterial] &rarr;
<h1>[name]</h1>
<p class="desc">
An extension of the [page:MeshStandardMaterial], providing more advanced physically-based rendering properties:
</p>
<ul>
<li>
<b>Clearcoat:</b> 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.
</li>
<li>
<b>Physically-based transparency:</b> One limitation of [page:Material.opacity .opacity] is
that highly transparent materials are less reflective. Physically-based [page:.transmission]
provides a more realistic option for thin, transparent surfaces like glass.
</li>
<li>
<b>Advanced reflectivity:</b> More flexible reflectivity for non-metallic materials.
</li>
</ul>
<p>
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 [page:.envMap environment map]
when using this material.
</p>
<iframe id="scene" src="scenes/material-browser.html#MeshPhysicalMaterial"></iframe>
<script>
// 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' );
}
</script>
<h2>Examples</h2>
<p>
[example:webgl_materials_variations_physical materials / variations / physical]<br />
[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
[example:webgl_materials_physical_sheen materials / physical / sheen]<br />
[example:webgl_materials_physical_transmission materials / physical / transmission]
</p>
<h2>Constructor</h2>
<h3>[name]( [param:Object parameters] )</h3>
<p>
[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] and [page:MeshStandardMaterial]) 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.
</p>
<h2>Properties</h2>
<p>See the base [page:Material] and [page:MeshStandardMaterial] classes for common properties.</p>
<h3>[property:Float clearcoat]</h3>
<p>
Represents the thickness 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*.
</p>
<h3>[property:Texture clearcoatMap]</h3>
<p>
The red channel of this texture is multiplied against [page:.clearcoat], for per-pixel control
over a coating's thickness. Default is *null*.
</p>
<h3>[property:Texture clearcoatNormalMap]</h3>
<p>Can be used to enable independent normals for the clear coat layer. Default is *null*.</p>
<h3>[property:Vector2 clearcoatNormalScale]</h3>
<p>How much [page:.clearcoatNormalMap] affects the clear coat layer, from *(0,0)* to *(1,1)*. Default is *(1,1)*.</p>
<h3>[property:Float clearcoatRoughness]</h3>
<p>Roughness of the clear coat layer, from *0.0* to *1.0*. Default is *0.0*.</p>
<h3>[property:Texture clearcoatRoughnessMap]</h3>
<p>
The green channel of this texture is multiplied against [page:.clearcoatRoughness], for per-pixel control
over a coating's roughness. Default is *null*.
</p>
<h3>[property:Object defines]</h3>
<p>An object of the form:
<code>
{
'STANDARD': ''
'PHYSICAL': '',
};
</code>
This is used by the [page:WebGLRenderer] for selecting shaders.
</p>
<h3>[property:Float ior]</h3>
<p>
Index-of-refraction for non-metallic materials, from *1.0* to *2.333*. Default is *1.5*.<br />
</p>
<h3>[property:Float reflectivity]</h3>
<p>
Degree of reflectivity, from *0.0* to *1.0*. Default is *0.5*, which corresponds to an index-of-refraction of 1.5.<br />
This models the reflectivity of non-metallic materials. It has no effect when [page:MeshStandardMaterial.metalness metalness] is *1.0*
</p>
<h3>[property:Color sheen]</h3>
<p>
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.
</p>
<h3>[property:Float transmission]</h3>
<p>
Degree of transmission (or optical transparency), from *0.0* to *1.0*. Default is *0.0*.<br />
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.<br />
When transmission is non-zero, [page:Material.opacity opacity] should be set to *1*.
</p>
<h3>[property:Texture transmissionMap]</h3>
<p>
The red channel of this texture is multiplied against [page:.transmission], for per-pixel control
over optical transparency. Default is *null*.
</p>
<h2>Methods</h2>
<p>See the base [page:Material] and [page:MeshStandardMaterial] classes for common methods.</p>
<h2>Source</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>