Material →
MeshMatcapMaterial
MeshMatcapMaterial 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.
Constructor
MeshMatcapMaterial
function MeshMatcapMaterial( parameters: Object ): void;
parameters - (optional) an object with one or more properties defining the material's appearance. Any property of the material (including any property inherited from Material) can be passed in here.
The exception is the property color, which can be passed in as a
hexadecimal string and is 0xffffff (white) by default. Color.set( color
) is called internally.
Properties
See the base Material class for common properties.
alphaMap
alphaMap: Texture;
The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.
Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the WebGL renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.
bumpMap
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 affect the geometry of the object, only the lighting. If a normal map is defined this will be ignored.
bumpScale
bumpScale: Float;
How much the bump map affects the material. Typical ranges are 0-1. Default is
1.
color
color: Color;
Color of the material, by default set to white (0xffffff).
displacementMap
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 the displaced vertices can cast shadows, block other objects, and otherwise act as real geometry. The displacement texture is an image where the value of each pixel (white being the highest) is mapped against, and repositions, the vertices of the mesh.
displacementScale
displacementScale: Float;
How 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. Default is 1.
displacementBias
displacementBias: Float;
The offset of the displacement map's values on the mesh's vertices. Without a
displacement map set, this value is not applied. Default is 0.
flatShading
flatShading: Boolean;
Define whether the material is rendered with flat shading. Default is false.
fog
fog: Boolean;
Whether the material is affected by fog. Default is true.
map
map: Texture;
The color map. May optionally include an alpha channel, typically combined with .transparent or .alphaTest. Default is null. The texture map color is modulated by the diffuse .color.
matcap
matcap: Texture;
The matcap map. Default is null.
normalMap
normalMap: Texture;
The 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, only the lighting. In case the material has a normal map authored using the left handed convention, the y component of normalScale should be negated to compensate for the different handedness.
normalMapType
normalMapType: Integer;
The type of normal map.
Options are THREE.TangentSpaceNormalMap (default), and THREE.ObjectSpaceNormalMap.
normalScale
normalScale: Vector2;
How much the normal map affects the material. Typical ranges are 0-1. Default is a Vector2 set to (1,1).
Methods
See the base Material class for common methods.