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.