Doc > Nodes > MAT > MeshLambertBuilder

Doc > Nodes > MAT > MeshLambertBuilder

Creates a Mesh Lambert Material, which can be extended with GL nodes.

Description

This node can create children, which will be GL nodes. The GLSL code generated by the nodes will extend the Material.

Parameters

Name Type Description
transparent boolean sets the material to transparent
opacity float sets the material opacity
alphaTest float sets the min alpha below which the material is invisible
useMap boolean toggle on to use a map affecting color
map node_path texture map affecting color
useAlphaMap boolean toggle if you want to use an alpha map
alphaMap node_path specify the alpha map COP node
useAOMap boolean toggle if you want to use an ambient occlusion map
aoMap node_path specify the AO map COP node
aoMapIntensity float ambient occlusion intensity
emissive color emissive color
useEmissiveMap boolean toggle if you want to use a emissive map
emissiveMap node_path specify the emissive map COP node
emissiveIntensity float emissive intensity
useEnvMap boolean toggle if you want to use an environment map
envMap node_path specify the environment map COP node. Note that this only works with CubeCamera
combine integer defines how the env map is combined with the color
reflectivity float environment intensity
refractionRatio float refraction ratio
useLightMap boolean toggle if you want to use a light map
lightMap node_path specify the light map COP node
lightMapIntensity float light. When set to 0, reflections from environment maps will be very sharp, or blurred when 1. Any value between 0 and 1 can help modulate this.
setBuilderNode boolean if toggled on, the shader will be built from the gl nodes of another material. This can be useful to have multiple materials use the same gl network, but still set the uniforms differently
builderNode node_path builder node
doubleSided boolean defines if the material is double sided or not
front boolean if the material is not double sided, it can be front sided, or back sided
overrideShadowSide boolean override the default shadowSide behavior
shadowDoubleSided boolean defines which side(s) are used when rendering shadows
shadowFront boolean if the material is not double sided, it can be front sided, or back sided, when computing shadows
colorWrite boolean defines if the objects using this material will be rendered in the color buffer. Setting it to false can have those objects occlude the ones behind
depthWrite boolean defines if the objects using this material will be rendered in the depth buffer. This can often help transparent objects
depthTest boolean toggle depth test
premultipliedAlpha boolean premultipliedAlpha
blending integer blending
dithering boolean dithering, which can be useful when using postprocessing and banding appears on some objects
polygonOffset boolean activate polygon offset
wireframe boolean toggle on to set material to wireframe
wireframeLinewidth float wireframe line width
useFog boolean toggle on if you have a fog in the scene and the material should be affected by it
shadowPCSS boolean if on, the material will blur shadows cast on this object. Note that you should adjust the near parameter of the light shadow to get the result visible
shadowPCSSFilterSize float shadowPCSSFilterSize PCSS Shadow filter size