Doc > Nodes > MAT > MeshPhong
Creates a Mesh Phong Material
Description
This material needs lights to be visible. While not as photorealistic as the MeshStandardMaterial, it is very cheap to process.
Parameters
Name | Type | Description |
---|---|---|
color | color | material color |
useVertexColors | boolean | defines if the color attribute on the geometry is used |
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 |
useBumpMap | boolean | toggle if you want to use a bump map |
bumpMap | node_path | specify the bump map COP node |
bumpScale | float | bump scale |
bumpBias | float | bump bias |
useDisplacementMap | boolean | toggle if you want to use a displacement map |
displacementMap | node_path | specify the displacement map COP node |
displacementScale | float | displacement scale |
displacementBias | float | displacement bias |
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. |
useNormalMap | boolean | toggle if you want to use a normal map |
normalMap | node_path | specify the normal map COP node |
normalMapType | integer | type of normal map being used |
normalScale | vector2 | How much the normal map affects the material. Typical ranges are 0-1 |
normalScaleMult | float | Normal Map Scale Multiplier, which multiples normalScale |
useSpecularMap | boolean | toggle if you want to use a specular map |
specularMap | node_path | specify the specular map COP 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 |
wireframeLinecap | integer | define appearance of line ends |
wireframeLinejoin | integer | Define appearance of line joints |
useFog | boolean | toggle on if you have a fog in the scene and the material should be affected by it |