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material

The material properties of the object’s surface. More properties at A-Frame Material.

This is the schema for Material, the properties of object material.

Material Attributes

Attribute Type Default Description Required
alphaTest number 0 Alpha test threshold for transparency. No
ambientOcclusionMap string   Ambient occlusion map. Requires shader: standard or phong. No
ambientOcclusionMapIntensity number 1 Intensity of the ambient occlusion map. Requires shader: standard or phong. No
ambientOcclusionTextureOffset Vector2 {'x': 0, 'y': 0} Texture offset for the ambient occlusion map. No
ambientOcclusionTextureRepeat Vector2 {'x': 1, 'y': 1} Texture repeat for the ambient occlusion map. No
anisotropy number 0 The anisotropic filtering sample rate to use for the textures. A value of 0 means the default value will be used, see renderer. No
blending string; One of: ['none', 'normal', 'additive', 'subtractive', 'multiply'] 'normal' The blending mode for the material’s RGB and Alpha sent to the WebGLRenderer. No
bumpMap string   Bump map. Used to add the illusion of surface detail without geometry. Requires shader: phong. No
bumpMapScale number 1 Scale of the bump map effect. Requires shader: phong. No
bumpTextureOffset Vector2 {'x': 0, 'y': 0} Texture offset for the bump map. Requires shader: phong. No
bumpTextureRepeat Vector2 {'x': 1, 'y': 1} Texture repeat for the bump map. Requires shader: phong. No
color string '#ffffff' Base diffuse color. No
combine string; One of: ['mix', 'add', 'multiply'] 'mix' How the environment map mixes with the material. Requires shader: phong. No
depthTest boolean True Whether depth testing is enabled when rendering the material. No
depthWrite boolean True Render when depth test succeeds. No
displacementBias number 0.5 The zero point of the displacement map. Requires shader: standard or phong. No
displacementMap string   Displacement map. Distorts a simpler model at a high resolution. Requires shader: standard or phong. No
displacementScale number 1 Scale of the displacement map effect. Requires shader: standard or phong. No
displacementTextureOffset Vector2 {'x': 0, 'y': 0} Texture offset for the displacement map. No
displacementTextureRepeat Vector2 {'x': 1, 'y': 1} Texture repeat for the displacement map. No
dithering boolean True Whether material is dithered with noise. Removes banding from gradients like ones produced by lighting. No
emissive string '#000000' The color of the emissive lighting component. Used to make objects produce light even without other lighting in the scene. Requires shader: standard or phong. No
emissiveIntensity number 1 Intensity of the emissive lighting component. Requires shader: standard or phong. No
envMap string '' Environment cubemap texture for reflections. Can be a selector or comma-separated list of URLs. Requires shader: standard or phong. No
flatShading boolean False Use THREE.FlatShading rather than THREE.StandardShading. No
fog boolean True Whether or not material is affected by fog. No
metalness number 0 How metallic the material is from 0 to 1. Requires shader: standard. No
metalnessMap string   Metalness map. Requires shader: standard. No
metalnessTextureOffset Vector2 {'x': 0, 'y': 0} Texture offset for the metalness map. No
metalnessTextureRepeat Vector2 {'x': 1, 'y': 1} Texture repeat for the metalness map. No
normalMap string   Normal map. Defines the angle of the surface at each point. Requires shader: standard or phong. No
normalScale Vector2 {'x': 1, 'y': 1} Scale of the effect of the normal map in the X and Y directions. No
normalTextureOffset Vector2 {'x': 0, 'y': 0} Texture offset for the normal map. No
normalTextureRepeat Vector2 {'x': 1, 'y': 1} Texture repeat for the normal map. No
npot boolean False Use settings for non-power-of-two (NPOT) texture. No
offset Vector2 {'x': 0, 'y': 0} Texture offset to be used. No
opacity number 1 Extent of transparency. If the transparent property is not true, then the material will remain opaque and opacity will only affect color. No
reflectivity number 0.9 How much the environment map affects the surface. Requires shader: phong. No
refract boolean False Whether the defined envMap should refract. Requires shader: phong. No
refractionRatio number 0.98 refractionRatio No
repeat Vector2 {'x': 1, 'y': 1} How many times a texture (defined by src) repeats in the X and Y direction. No
roughness number 0.5 How rough the material is from 0 to 1. A rougher material will scatter reflected light in more directions than a smooth material. Requires shader: standard. No
roughnessMap string   Roughness map. Requires shader: standard. No
roughnessTextureOffset Vector2 {'x': 0, 'y': 0} Texture offset for the roughness map. No
roughnessTextureRepeat Vector2 {'x': 1, 'y': 1} Texture repeat for the roughness map. No
shader string; One of: ['flat', 'standard', 'phong'] 'standard' Which material to use. Defaults to the standard material. Can be set to the flat material or to a registered custom shader material. No
shininess number 30 How shiny the specular highlight is; a higher value gives a sharper highlight. Requires shader: phong. No
side string; One of: ['front', 'back', 'double'] 'front' Which sides of the mesh to render. No
specular string '#111111' This defines how shiny the material is and the color of its shine. Requires shader: phong. No
sphericalEnvMap string   Environment spherical texture for reflections. Requires shader: standard or phong. No
src string   URI, relative or full path of an image/video file. e.g. ‘store/users/wiselab/images/360falls.mp4’. No
toneMapped boolean True Whether to ignore toneMapping, set to false you are using renderer.toneMapping and an element should appear to emit light. Requires shader: flat. No
transparent boolean False Whether material is transparent. Transparent entities are rendered after non-transparent entities. No
vertexColorsEnabled boolean False Whether to use vertex or face colors to shade the material. No
visible boolean True Whether material is visible. Raycasters will ignore invisible materials. No
wireframe boolean False Whether to render just the geometry edges. No
wireframeLinewidth integer 2 Width in px of the rendered line. No