Capítulo 73 de 859

Chapter 73: MeshMatcapMaterial

Core Idea

This material is defined by a MatCap (or Lit Sphere) texture, which encodes the material color and shading.

MeshMatcapMaterial does not respond to lights since the matcap image file encodes baked lighting. It will cast a shadow onto an object that receives shadows (and shadow clipping works), but it will not self-shadow or receive shadows.

Key Concepts

  • alphaMap : Texture: The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque).
  • 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 af…
  • bumpScale : number: How much the bump map affects the material. Typical range is [0,1].
  • color : Color: Color of the material.
  • 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…
  • 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 t…
  • displacementScale : number: How much the displacement map affects the mesh (where black is no displacement, and white is maximum displacement). Without a displacement …
  • flatShading : boolean: Whether the material is rendered with flat shading or not.
  • fog : boolean: Whether the material is affected by fog or not.
  • isMeshMatcapMaterial : boolean (readonly): This flag can be used for type testing.

Reference Tables

Constructor

Signature
new MeshMatcapMaterial( parameters : Object )

Properties

PropertyDescription
.alphaMap : TextureThe alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque).
.bumpMap : TextureThe 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 nor…
.bumpScale : numberHow much the bump map affects the material. Typical range is [0,1].
.color : ColorColor of the material.
.displacementBias : numberThe 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.
.displacementMap : TextureThe 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,…
.displacementScale : numberHow 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.
.flatShading : booleanWhether the material is rendered with flat shading or not.
.fog : booleanWhether the material is affected by fog or not.
.isMeshMatcapMaterial : boolean (readonly)This flag can be used for type testing.
.map : TextureThe color map. May optionally include an alpha channel, typically combined with Material#transparent or Material#alphaTest. The texture map col…
.matcap : TextureThe matcap map.
.normalMap : TextureThe 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, on…
`.normalMapType : TangentSpaceNormalMapObjectSpaceNormalMap`
.normalScale : Vector2How much the normal map affects the material. Typical value range is [0,1].
.wireframe : booleanRenders the geometry as a wireframe.
.wireframeLinewidth : numberControls the thickness of the wireframe.

Key Takeaways

  1. MeshMatcapMaterial extends: EventDispatcher → Material
  2. Most relevant properties: alphaMap, bumpMap, bumpScale, color.

Connects To