Color / albedo value
Color values are hexadecimal strings. Eg. fff
or ffffff
for white.
You can however also assign an array of red, green and blue floating point values, i.e. [1.0, 1.0, 1.0]
. This will be converted to hex color automatically.
Color alpha
Color factor
Color texture
Bump map texture factor
Bump map texture
Clear coat amount. This is a reflective layer on top of the material
Clear coat roughness
Whether material is rendered on both sides or just on the front side of mesh
Shade each mesh face as flat
Glow / emissive color
Glow / emissive factor
Glow / emissive texture
Highlight factor
This is value between -1.0 and 1.0 that can be used to highlight materials by making them darker (negative values) or brighter (positive values).
Unique string identifier for the object
If false, then material will not be rendered
PBR Metalness factor
PBR Metalness texture
Material name
Normal map texture factor
Normal map texture
PRB roughness factor
PBR Roughness texture
Sheen factor
Sheen texture
Get texture options for a specific texture type or null
if
texture of that type is not assigned.
material.getTextureOptions().then('baseColorTexture', (options) => {
console.log('baseColorTexture is assigned to UV:', options.uv);
});
Set texture options for a specific texture type. If a texture isn't assigned for the selected type nothing happens.
// Scale texture
material.setTextureOptions({
scaleV: 0.5,
scaleU: 0.5,
});
Alpha clip / "cut off": Material parts with lower than this alpha value will not be rendered.