Optionalname: stringOptionalbaseColor: stringOptionalmetallic: numberOptionalroughness: numberOptionalalpha: numberOptionalemissiveColor: stringOptionalemissiveIntensity: numberOptionalzOffset: numberOptionalzOffsetUnits: numberOptionalbaseColorTexture: anyOptionalmetallicRoughnessTexture: anyOptionalnormalTexture: anyOptionalemissiveTexture: anyOptionalocclusionTexture: anyOptionalalphaMode: alphaModeEnumOptionalalphaCutoff: numberOptionaldoubleSided: booleanOptionalwireframe: booleanOptionalunlit: booleanOptionalnameThe name the engine gives the material.
OptionalbaseThe base color of the surface, as a hex string.
OptionalmetallicHow metallic the surface is, from 0 for plastic-like to 1 for metal.
OptionalroughnessHow rough the surface is, from 0 for a mirror-like shine to 1 for a matte finish.
OptionalalphaHow opaque the material is, from 0 for invisible to 1 for opaque; the default opaque mode
of alphaMode ignores it and blend shows it.
OptionalemissiveThe color the surface glows with whatever the scene's lights, as a hex string; black, the default, adds no glow.
OptionalemissiveHow strongly the surface glows: the emissive color is multiplied by it.
OptionalzNot read by this renderer; its materials keep no depth offset.
OptionalzNot read by this renderer; its materials keep no depth offset.
OptionalbaseAn image from draw.createTexture for the base color of the surface.
OptionalmetallicAn image holding metallic in its blue channel and roughness in its green channel, as glTF lays them out.
OptionalnormalA normal map, which adds surface detail by bending the lighting without changing the geometry.
OptionalemissiveAn image giving where and in which color the surface glows.
OptionalocclusionAn ambient occlusion map, which darkens the creases and corners light reaches less.
OptionalalphaHow opacity is applied: opaque ignores it, mask cuts away pixels below alphaCutoff, and
blend draws the faces see-through.
OptionalalphaThe opacity below which a pixel is cut away; used with alphaMode set to mask.
OptionaldoubleWhen true, both sides of each face are drawn; when false, the back is culled.
OptionalwireframeNot read by this renderer; the faces are drawn filled whatever the value.
OptionalunlitWhen true, the scene's lights are ignored and the surface shows its colors flat.
Feeds
draw.createPBRMaterial: a physically based material for thefaceMaterialof the drawing options, from a base color, metallic and roughness values, opacity, glow, texture slots and how the faces are rendered.