Material (Asset)

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Revision as of 22:32, 11 June 2025 by JasX (talk | contribs) (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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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.