Material (Asset): Difference between revisions
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Created page with "Materials are texture materials placed on meshes. {| class="wikitable" |+ !Field !Type !Default !Description |- |id |string |random |A unique ID. Always auto generated for materials. |- |type |string |MeshStandardMaterial |The THREE.js material type. |- |name |string | |Name of the material. |- |category |string | |Category of the material. Note that materials are unique by name and category. For subcategories, separate with a . |- |alpha map |string | |URL to a texture..." |
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Latest revision as of 22:32, 11 June 2025
Materials are texture materials placed on meshes.
Field | Type | Default | Description |
---|---|---|---|
id | string | random | A unique ID. Always auto generated for materials. |
type | string | MeshStandardMaterial | The THREE.js material type. |
name | string | Name of the material. | |
category | string | Category of the material. Note that materials are unique by name and category. For subcategories, separate with a . | |
alpha map | string | URL to a texture to use for alpha map. Not usually used. | |
AO map | string | URL to a texture to use as an AO map. Not usually used. | |
displacement map | string | URL to a texture to use as a displacement map. Not usually used. | |
emissive map | string | URL to a texture to use as an emissive map. Used to make things "glow" | |
light map | string | URL to a light map, not usually used. | |
Albedo map | string | URL to the albedo texture, almost always used. The is the actual flat texture to use. | |
Metalness map | string | URL to a metalness map. Not usually used for bandwidth reasons. | |
Normal map | string | URL to a metalness map. Not usually used for bandwidth reasons. | |
Roughness map | string | URL to a roughness map. Not usually used for bandwidth reasons. | |
Env map | string | Not currently used, may be in the future. | |
Color | color | #FFFFFF | Colorize your material. |
Displacement scale | float | 1 | Used for displacement, not usually used. |
Displacement Bias | float | 0 | Used for displacement, not usually used. |
Emissive | color | #000000 | Emissive color. |
Emissive Intensity | float | 1 | Emissive intensity. |
Flat Shading | boolean | false | Breaks all vertex normals. |
Fog | boolean | true | Allows the model to be affected by fog. |
Light map intensity | float | 1 | |
Metalness | float | 0 | Sets how metallic the material should be. |
Normal Scale X/Y | float | 1 | Used with normal map. |
Roughness | float | 1 | Sets how rough the texture should be. |
Wireframe | boolean | false | Makes the material wireframe. |
Alpha Hash | boolean | false | Use alpha hashing. For alpha features, you'll have to test your way around. |
Alpha Test | float | 0 | Uses alpha test (same as SL alpha masking) |
Alpha To Coverage | boolean | false | |
Opacity | float | 1 | |
Side | string | FrontSide | |
Transparent | boolean | false | Note that this changes the render order. If you want to use alpha test, you probably don't want to check transparent. |
Visible | boolean | true | Turns the material on or off. |
Depth Write | boolean | true | Used in alpha, you'll have to experiment. |
Tags | array | Not currently used. | |
Light intensity | N/A | N/A | Only affects the preview window. |