current position:Home>[babylonjs] babylonjs practice (VI) -- color of material
[babylonjs] babylonjs practice (VI) -- color of material
2021-08-27 06:10:52 【93 strive to do the whole stack】
background
Material is a very important lesson , The posts on the Internet are poorly written . I write once in my own way .
explain
Material is the texture and touch of an object , Such as stainless steel and cloth , The texture and touch are different . stay 3D in , The material is assigned to the model .
The experience of materials has much to do with lighting , A smooth surface , Especially bright and dazzling in the light , Such as glass surface . Rough surfaces will appear dull , Like the ground . These are affected by light .
babylonjs Classification of materials
According to the reflection of the material to the light , Materials can be divided into the following categories :
- Diffuse material (Diffuse)—— The basic color or texture of a material observed in light ;
- Mirror material , It's also called Gaoguang (Specular)—— Light gives the highlight of the material ;
- Luminous material (Emissive)—— The color or texture of a luminescent material , Such as self luminous ;
- Environment material (Ambient)—— The color or texture of a material illuminated by ambient background light .
Diffuse and specular materials require light sources , If there is no light source , There will be no reflection , No reflection , No light enters the human eye , So for people , There's no difference .
Environment color you need to set the environment color of the scene , Provide ambient background lighting . The scene has an ambient color attribute (ambientColor), The following code assigns white to the ambient light .
Text
Self luminous material (Emissive)
Define four materials ,
var redMat = new BABYLON.StandardMaterial("redMat", scene);
redMat.emissiveColor = new BABYLON.Color3(1, 0, 0);
var greenMat = new BABYLON.StandardMaterial("greenMat", scene);
greenMat.emissiveColor = new BABYLON.Color3(0, 1, 0);
var blueMat = new BABYLON.StandardMaterial("blueMat", scene);
blueMat.emissiveColor = new BABYLON.Color3(0, 0, 1);
var whiteMat = new BABYLON.StandardMaterial("whiteMat", scene);
whiteMat.emissiveColor = new BABYLON.Color3(1, 1, 1);
var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", {diameter: 0.25}, scene);
sphere.material = greenMat;
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Just assign a value directly ,material = Some kind of material .
Diffuse material
Diffuse material of a color , It can only have color under diffuse light .
redMat.diffuseColor = new BABYLON.Color3(1, 0, 0);
var light = new BABYLON.PointLight("light2", new BABYLON.Vector3(0, 10, 0), scene);
light.diffuse = new BABYLON.Color3(1, 0, 0);
var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter: 0.25 }, scene);
sphere.material = redMat;
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Mirror material
A specular material of a certain color , It can only have color under specular scattered light
// 3333333
// var redMat = new BABYLON.StandardMaterial("redMat", scene);
// redMat.specularColor = new BABYLON.Color3(1, 0, 0);
// var light = new BABYLON.PointLight("light2", new BABYLON.Vector3(0, 10, 0), scene);
// light.specular = new BABYLON.Color3(1, 0, 0);
// var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter: 0.25 }, scene);
// sphere.material = redMat;
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Environment material
This is easier to understand , Depending on the ambient light .
var redMat = new BABYLON.StandardMaterial("redMat", scene);
redMat.ambientColor = new BABYLON.Color3(1, 0, 0);
scene.ambientColor = new BABYLON.Color3(1, 0, 0);
var sphere = BABYLON.MeshBuilder.CreateSphere("sphere", { diameter: 0.25 }, scene);
sphere.material = redMat;
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Text 2- texture
Let's talk about it in the next section
copyright notice
author[93 strive to do the whole stack],Please bring the original link to reprint, thank you.
https://en.qdmana.com/2021/08/20210827061050326M.html
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