In the previous chapters, we talked a bit about materials. You learned that a material, together with THREE.Geometry
, forms THREE.Mesh
. The material is like the skin of the object that defines what the outside of a geometry looks like. For example, a skin defines whether a geometry is metallic-looking, transparent, or shown as a wireframe. The resulting THREE.Mesh
object can then be added to the scene to be rendered by Three.js. Until now, we haven't really looked at materials in much detail. In this chapter, we'll dive into all the materials Three.js has to offer, and you'll learn how you can use these materials to create good-looking 3D objects. The materials we'll explore in this chapter are shown in the following table:
Learning Three.js - the JavaScript 3D Library for WebGL
By :
Learning Three.js - the JavaScript 3D Library for WebGL
By:
Overview of this book
Table of Contents (20 chapters)
Learning Three.js – the JavaScript 3D Library for WebGL Second Edition
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Creating Your First 3D Scene with Three.js
Basic Components That Make Up a Three.js Scene
Working with the Different Light Sources Available in Three.js
Working with Three.js Materials
Learning to Work with Geometries
Advanced Geometries and Binary Operations
Particles, Sprites, and the Point Cloud
Creating and Loading Advanced Meshes and Geometries
Animations and Moving the Camera
Loading and Working with Textures
Custom Shaders and Render Postprocessing
Adding Physics and Sounds to Your Scene
Index
Customer Reviews