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apt-nl-map/static/Magic4/js/three.js-dev/docs/api/zh/materials/MeshPhysicalMaterial.html
2024-12-04 10:21:04 +08:00

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<!DOCTYPE html>
<html lang="zh">
<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>物理网格材质([name])</h1>
<p class="desc">
[page:MeshStandardMaterial]的扩展,提供了更高级的基于物理的渲染属性:
</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>例子</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>构造函数(Constructor)</h2>
<h3>[name]( [param:Object parameters] )</h3>
<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。
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 />
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)。
</p>
<h2>属性(Properties)</h2>
<p>共有属性请参见其基类[page:Material]和[page:MeshStandardMaterial]。</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> 如下形式的对象:
<code>
{
'STANDARD': ''
'PHYSICAL': '',
};
</code>
[page:WebGLRenderer]使用它来选择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 />
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。
</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>方法(Methods)</h2>
<p>共有方法请参见其基类[page:Material] 和[page:MeshStandardMaterial]。</p>
<h2>源码(Source)</h2>
<p>
[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
</p>
</body>
</html>