[page:Material] → [page:MeshStandardMaterial] →

[name]

An extension of the [page:MeshStandardMaterial], providing more advanced physically-based rendering properties:

As a result of these complex shading features, MeshPhysicalMaterial has a higher performance cost, per pixel, than other three.js materials. Most effects are disabled by default, and add cost as they are enabled. For best results, always specify an [page:.envMap environment map] when using this material.

Examples

[example:webgl_materials_variations_physical materials / variations / physical]
[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]
[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]
[example:webgl_loader_gltf_sheen loader / gltf / sheen]
[example:webgl_materials_physical_transmission materials / physical / transmission]

Constructor

[name]( [param:Object parameters] )

[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance. Any property of the material (including any property inherited from [page:Material] and [page:MeshStandardMaterial]) can be passed in here.

The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.

Properties

See the base [page:Material] and [page:MeshStandardMaterial] classes for common properties.

.attenuationColor : Color

The color that white light turns into due to absorption when reaching the attenuation distance. Default is `white` (0xffffff).

.attenuationDistance : Float

Density of the medium given as the average distance that light travels in the medium before interacting with a particle. The value is given in world space. Default is `Infinity`.

.clearcoat : Float

Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use clear coat related properties to enable multilayer materials that have a thin translucent layer over the base layer. Default is `0.0`.

.clearcoatMap : Texture

The red channel of this texture is multiplied against [page:.clearcoat], for per-pixel control over a coating's intensity. Default is `null`.

.clearcoatNormalMap : Texture

Can be used to enable independent normals for the clear coat layer. Default is `null`.

.clearcoatNormalScale : Vector2

How much [page:.clearcoatNormalMap] affects the clear coat layer, from `(0,0)` to `(1,1)`. Default is `(1,1)`.

.clearcoatRoughness : Float

Roughness of the clear coat layer, from `0.0` to `1.0`. Default is `0.0`.

.clearcoatRoughnessMap : Texture

The green channel of this texture is multiplied against [page:.clearcoatRoughness], for per-pixel control over a coating's roughness. Default is `null`.

.defines : Object

An object of the form: { 'STANDARD': '' 'PHYSICAL': '', }; This is used by the [page:WebGLRenderer] for selecting shaders.

.ior : Float

Index-of-refraction for non-metallic materials, from `1.0` to `2.333`. Default is `1.5`.

.reflectivity : Float

Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which corresponds to an index-of-refraction of 1.5.
This models the reflectivity of non-metallic materials. It has no effect when [page:MeshStandardMaterial.metalness metalness] is `1.0`

.sheen : Float

The intensity of the sheen layer, from `0.0` to `1.0`. Default is `0.0`.

.sheenRoughness : Float

Roughness of the sheen layer, from `0.0` to `1.0`. Default is `1.0`.

.sheenRoughnessMap : Texture

The alpha channel of this texture is multiplied against [page:.sheenRoughness], for per-pixel control over sheen roughness. Default is `null`.

.sheenColor : Color

The sheen tint. Default is `0xffffff`, white.

.sheenColorMap : Texture

The RGB channels of this texture are multiplied against [page:.sheenColor], for per-pixel control over sheen tint. Default is `null`.

.specularIntensity : Float

A float that scales the amount of specular reflection for non-metals only. When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`. Default is `0.0`.

.specularIntensityMap : Texture

The alpha channel of this texture is multiplied against [page:.specularIntensity], for per-pixel control over specular intensity. Default is `null`.

.specularColor : Color

A [page:Color] that tints the specular reflection at normal incidence for non-metals only. Default is `0xffffff`, white.

.specularColorMap : Texture

The RGB channels of this texture are multiplied against [page:.specularColor], for per-pixel control over specular color. Default is `null`.

.thickness : Float

The thickness of the volume beneath the surface. The value is given in the coordinate space of the mesh. If the value is 0 the material is thin-walled. Otherwise the material is a volume boundary. Default is `0`.

.thicknessMap : Texture

A texture that defines the thickness, stored in the G channel. This will be multiplied by [page:.thickness]. Default is `null`.

.transmission : Float

Degree of transmission (or optical transparency), from `0.0` to `1.0`. Default is `0.0`.
Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive. The transmission property can be used to model these materials.
When transmission is non-zero, [page:Material.opacity opacity] should be set to `0`.

.transmissionMap : Texture

The red channel of this texture is multiplied against [page:.transmission], for per-pixel control over optical transparency. Default is `null`.

Methods

See the base [page:Material] and [page:MeshStandardMaterial] classes for common methods.

Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]

MeshPhysicalMaterial MeshPhysicalMaterial MeshPhysicalMaterial MeshPhysicalMaterial

MeshPhysicalMaterial MeshPhysicalMaterial MeshPhysicalMaterial MeshPhysicalMaterial