Skip to main content

Material

MeshNormalMaterial

A material that maps the normal vectors to RGB colors.

Constructor

MeshNormalMaterial

function MeshNormalMaterial( 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.

Properties

See the base Material class for common properties.

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.

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 false.

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).

wireframe

wireframe: Boolean;  

Render geometry as wireframe. Default is false (i.e. render as smooth shaded).

wireframeLinewidth

wireframeLinewidth: Float;  

Controls wireframe thickness. Default is 1.

Due to limitations of the OpenGL Core Profile with the WebGL renderer on most platforms linewidth will always be 1 regardless of the set value.

Methods

See the base Material class for common methods.

Source

src/materials/MeshNormalMaterial.js