167 lines
5.8 KiB
HTML
167 lines
5.8 KiB
HTML
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<!DOCTYPE html>
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<html lang="zh">
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<head>
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<meta charset="utf-8" />
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<base href="../../../" />
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<script src="page.js"></script>
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<link type="text/css" rel="stylesheet" href="page.css" />
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</head>
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<body>
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[page:Material] → [page:MeshStandardMaterial] →
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<h1>物理网格材质([name])</h1>
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<p class="desc">
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[page:MeshStandardMaterial]的扩展,提供了更高级的基于物理的渲染属性:
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</p>
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<ul>
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<li>
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<b>Clearcoat:</b> Some materials — like car paints, carbon fiber, and wet surfaces — require a
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clear, reflective layer on top of another layer that may be irregular or rough. Clearcoat
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approximates this effect, without the need for a separate transparent surface.
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</li>
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<li>
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<b>Physically-based transparency:</b> One limitation of [page:Material.opacity .opacity] is
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that highly transparent materials are less reflective. Physically-based [page:.transmission]
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provides a more realistic option for thin, transparent surfaces like glass.
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</li>
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<li>
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<b>Advanced reflectivity:</b> More flexible reflectivity for non-metallic materials.
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</li>
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</ul>
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<p>
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As a result of these complex shading features, MeshPhysicalMaterial has a higher performance
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cost, per pixel, than other three.js materials. Most effects are disabled by default, and add
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cost as they are enabled. For best results, always specify an [page:.envMap environment map]
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when using this material.
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</p>
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<iframe id="scene" src="scenes/material-browser.html#MeshPhysicalMaterial"></iframe>
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<script>
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// iOS iframe auto-resize workaround
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if ( /(iPad|iPhone|iPod)/g.test( navigator.userAgent ) ) {
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const scene = document.getElementById( 'scene' );
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scene.style.width = getComputedStyle( scene ).width;
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scene.style.height = getComputedStyle( scene ).height;
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scene.setAttribute( 'scrolling', 'no' );
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}
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</script>
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<h2>例子</h2>
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<p>
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[example:webgl_materials_variations_physical materials / variations / physical]<br />
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[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]<br />
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[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]<br />
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[example:webgl_materials_physical_sheen materials / physical / sheen]<br />
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[example:webgl_materials_physical_transmission materials / physical / transmission]
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</p>
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<h2>构造函数(Constructor)</h2>
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<h3>[name]( [param:Object parameters] )</h3>
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<p> [page:Object parameters] - (可选)用于定义材质外观的对象,具有一个或多个属性。
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材质的任何属性都可以从此处传入(包括从[page:Material]和[page:MeshStandardMaterial]继承的任何属性)<br /><br />
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属性[page:Hexadecimal 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[page:Color.set](color)。
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</p>
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<h2>属性(Properties)</h2>
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<p>共有属性请参见其基类[page:Material]和[page:MeshStandardMaterial]。</p>
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<h3>[property:Float clearcoat]</h3>
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<p>
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Represents the thickness of the clear coat layer, from *0.0* to *1.0*. Use clear coat related properties to enable multilayer
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materials that have a thin translucent layer over the base layer. Default is *0.0*.
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</p>
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<h3>[property:Texture clearcoatMap]</h3>
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<p>
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The red channel of this texture is multiplied against [page:.clearcoat], for per-pixel control
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over a coating's thickness. Default is *null*.
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</p>
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<h3>[property:Texture clearcoatNormalMap]</h3>
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<p>Can be used to enable independent normals for the clear coat layer. Default is *null*.</p>
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<h3>[property:Vector2 clearcoatNormalScale]</h3>
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<p>How much [page:.clearcoatNormalMap] affects the clear coat layer, from *(0,0)* to *(1,1)*. Default is *(1,1)*.</p>
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<h3>[property:Float clearcoatRoughness]</h3>
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<p>Roughness of the clear coat layer, from *0.0* to *1.0*. Default is *0.0*.</p>
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<h3>[property:Texture clearcoatRoughnessMap]</h3>
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<p>
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The green channel of this texture is multiplied against [page:.clearcoatRoughness], for per-pixel control
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over a coating's roughness. Default is *null*.
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</p>
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<h3>[property:Object defines]</h3>
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<p> 如下形式的对象:
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<code>
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{
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'STANDARD': ''
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'PHYSICAL': '',
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};
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</code>
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[page:WebGLRenderer]使用它来选择shaders。
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</p>
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<h3>[property:Float ior]</h3>
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<p>
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Index-of-refraction for non-metallic materials, from *1.0* to *2.333*. Default is *1.5*.<br />
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</p>
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<h3>[property:Float reflectivity]</h3>
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<p>
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Degree of reflectivity, from *0.0* to *1.0*. Default is *0.5*, which corresponds to an index-of-refraction of 1.5.<br />
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这模拟了非金属材质的反射率。当[page:MeshStandardMaterial]为*1.0*时,此属性无效。
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</p>
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<h3>[property:Color sheen]</h3>
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<p>
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If a color is assigned to this property, the material will use a special sheen BRDF intended for rendering cloth materials such as velvet.
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The sheen color provides the ability to create two-tone specular materials. *null* by default.
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</p>
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<h3>[property:Float transmission]</h3>
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<p>
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Degree of transmission (or optical transparency), from *0.0* to *1.0*. Default is *0.0*.<br />
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Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive.
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The transmission property can be used to model these materials.<br />
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When transmission is non-zero, [page:Material.opacity opacity] should be set to *1*.
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</p>
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<h3>[property:Texture transmissionMap]</h3>
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<p>
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The red channel of this texture is multiplied against [page:.transmission], for per-pixel control
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over optical transparency. Default is *null*.
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</p>
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<h2>方法(Methods)</h2>
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<p>共有方法请参见其基类[page:Material] 和[page:MeshStandardMaterial]。</p>
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<h2>源码(Source)</h2>
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<p>
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[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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</p>
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</body>
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</html>
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