简介
- 这种材质可以用来创建暗淡的并不光亮的表面。
- 无光泽表面的材质,无镜面高光。
- 这可以很好地模拟一些表面(如未经处理的木材或石头),但不能用镜面高光(如上漆木材)模拟光泽表面。
- 该材质非常易用,而且会对场景中的光源产生反应。
- 可以配置的前面的提高的属性:color、opacity、shading、blending、depthTest、depthWrite、wireframe、wireframeLinewidth、wireframeLinecap、wireframeLineJoin、vertexColors和fog。
相关属性
名称 | 描述 |
---|---|
ambient(环境色) | 这是材质的环境色。它跟上一章讲过的环境光源一起使用。这个颜色会与环境光提供的颜色相乘。默认值为白色。 |
emissive(发射的) | 这是该材质的发射的颜色。它其实并不像一个光源,只是一种纯粹的、不受其它光照影响的颜色。默认值为黑色 |
wrapAround | 如果这个属性设置为true,则启动半lambert光照技术。有了它,光下降得更微妙。如果网格有粗糙、黑暗的地区,启用此属性阴影将变得柔和并且分不更加均匀 |
wrapRGB | 当wrapAround属性设置为true时,可以使用THREE.Vector3来控制光下降得速度 |
简单使用
直接实例化一个THREE.MeshLambertMaterial
的对象
var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff});//实例化一个蓝色的材质
然后将材质给模型使用
//立方体
var cubeGeometry = new THREE.CubeGeometry(10,10,10);
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
案例
案例查看地址:http://www.wjceo.com/blog/threejs/2018-02-12/38.html
此场景中创建了两个模型,都是使用的THREE.MeshLambertMaterial
材质,详细代码:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<title>Title</title>
<style type="text/css"> html, body { margin: 0; height: 100%; } canvas { display: block; } </style>
</head>
<body onload="draw();">
</body>
<script src="https://johnson2heng.github.io/three.js-demo/lib/three.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/controls/OrbitControls.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/stats.min.js"></script>
<script src="https://johnson2heng.github.io/three.js-demo/lib/js/libs/dat.gui.min.js"></script>
<script> var renderer; function initRender() { renderer = new THREE.WebGLRenderer({antialias: true}); renderer.setSize(window.innerWidth, window.innerHeight); //告诉渲染器需要阴影效果 renderer.shadowMap.enabled = true; renderer.shadowMap.type = THREE.PCFSoftShadowMap; // 默认的是,没有设置的这个清晰 THREE.PCFShadowMap document.body.appendChild(renderer.domElement); } var camera; function initCamera() { camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000); camera.position.set(0, 40, 100); camera.lookAt(new THREE.Vector3(0, 0, 0)); } var scene; function initScene() { scene = new THREE.Scene(); } //初始化dat.GUI简化试验流程 var gui; function initGui() { //声明一个保存需求修改的相关数据的对象 gui = { directionalLight:"#ffffff", //点光源 directionalLightIntensity:1, //灯光强度 visible:true, //是否可见 castShadow:true, exponent:30, target:"plane", debug:false, groundColor:"#00ff00", skyColor:"#0000ff", hemiLightIntensity:0.3 }; var datGui = new dat.GUI(); //将设置属性添加到gui当中,gui.add(对象,属性,最小值,最大值) datGui.addColor(gui,"skyColor").onChange(function (e) { hemiLight.color = new THREE.Color(e); }); datGui.addColor(gui,"groundColor").onChange(function (e) { hemiLight.groundColor = new THREE.Color(e); }); datGui.add(gui,"hemiLightIntensity",0,1).onChange(function (e) { hemiLight.intensity = e; }); datGui.addColor(gui,"directionalLight").onChange(function (e) { directionalLight.color = new THREE.Color(e); }); datGui.add(gui,"directionalLightIntensity",0,5).onChange(function (e) { directionalLight.intensity = e; }); datGui.add(gui,"visible").onChange(function (e) { directionalLight.visible = e; }); datGui.add(gui,"castShadow").onChange(function (e) { directionalLight.castShadow = e; }); datGui.add(gui,"debug").onChange(function (e) { if(e){ var debug = new THREE.CameraHelper(directionalLight.shadow.camera); debug.name = "debug"; scene.add(debug); } else{ var debug = scene.getObjectByName("debug"); scene.remove(debug); } }); } var hemiLight,ambientLight,directionalLight; function initLight() { ambientLight = new THREE.AmbientLight("#111111"); scene.add(ambientLight); directionalLight = new THREE.DirectionalLight("#ffffff"); directionalLight.position.set(-40, 60, -10); directionalLight.shadow.camera.near = 20; //产生阴影的最近距离 directionalLight.shadow.camera.far = 200; //产生阴影的最远距离 directionalLight.shadow.camera.left = -50; //产生阴影距离位置的最左边位置 directionalLight.shadow.camera.right = 50; //最右边 directionalLight.shadow.camera.top = 50; //最上边 directionalLight.shadow.camera.bottom = -50; //最下面 //这两个值决定使用多少像素生成阴影 默认512 directionalLight.shadow.mapSize.height = 1024; directionalLight.shadow.mapSize.width = 1024; //告诉平行光需要开启阴影投射 directionalLight.castShadow = true; scene.add(directionalLight); } var cube,plane; function initModel() { //辅助工具 var helper = new THREE.AxisHelper(10); scene.add(helper); //球体 var sphereGeometry = new THREE.SphereGeometry(10,30,30); var sphereMaterial = new THREE.MeshLambertMaterial({color:0xeeeeee}); var sphere = new THREE.Mesh(sphereGeometry,sphereMaterial); sphere.position.set(-20,20,0); sphere.castShadow = true; scene.add(sphere); //立方体 var cubeGeometry = new THREE.CubeGeometry(10,10,10); var cubeMaterial = new THREE.MeshLambertMaterial({color: 0x00ffff}); cube = new THREE.Mesh(cubeGeometry, cubeMaterial); cube.position.x = 30; cube.position.y = 5; cube.position.z = -5; //告诉立方体需要投射阴影 cube.castShadow = true; scene.add(cube); //底部平面 var planeGeometry = new THREE.PlaneGeometry(5000, 5000, 20, 20); var planeMaterial = new THREE.MeshLambertMaterial({color: 0xaaaaaa}); plane = new THREE.Mesh(planeGeometry, planeMaterial); plane.rotation.x = -0.5 * Math.PI; plane.position.y = -0; //告诉底部平面需要接收阴影 plane.receiveShadow = true; scene.add(plane); } //初始化性能插件 var stats; function initStats() { stats = new Stats(); document.body.appendChild(stats.dom); } //用户交互插件 鼠标左键按住旋转,右键按住平移,滚轮缩放 var controls; function initControls() { controls = new THREE.OrbitControls(camera, renderer.domElement); // 如果使用animate方法时,将此函数删除 //controls.addEventListener( 'change', render ); // 使动画循环使用时阻尼或自转 意思是否有惯性 controls.enableDamping = true; //动态阻尼系数 就是鼠标拖拽旋转灵敏度 //controls.dampingFactor = 0.25; //是否可以缩放 controls.enableZoom = true; //是否自动旋转 controls.autoRotate = false; //设置相机距离原点的最远距离 controls.minDistance = 50; //设置相机距离原点的最远距离 controls.maxDistance = 200; //是否开启右键拖拽 controls.enablePan = true; } function render() { renderer.render(scene, camera); } //窗口变动触发的函数 function onWindowResize() { camera.aspect = window.innerWidth / window.innerHeight; camera.updateProjectionMatrix(); render(); renderer.setSize(window.innerWidth, window.innerHeight); } function animate() { //更新控制器 render(); //更新性能插件 stats.update(); controls.update(); requestAnimationFrame(animate); } function draw() { initGui(); initRender(); initScene(); initCamera(); initLight(); initModel(); initControls(); initStats(); animate(); window.onresize = onWindowResize; } </script>
</html>