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Learn Three.js

You're reading from   Learn Three.js Program 3D animations and visualizations for the web with JavaScript and WebGL

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Product type Paperback
Published in Feb 2023
Publisher Packt
ISBN-13 9781803233871
Length 554 pages
Edition 4th Edition
Languages
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Author (1):
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Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
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Table of Contents (21) Chapters Close

Preface 1. Part 1: Getting Up and Running
2. Chapter 1: Creating Your First 3D Scene with Three.js FREE CHAPTER 3. Chapter 2: The Basic Components that Make up a Three.js Application 4. Chapter 3: Working with Light Sources in Three.js 5. Part 2: Working with the Three.js Core Components
6. Chapter 4: Working with Three.js Materials 7. Chapter 5: Learning to Work with Geometries 8. Chapter 6: Exploring Advanced Geometries 9. Chapter 7: Points and Sprites 10. Part 3: Particle Clouds, Loading and Animating Models
11. Chapter 8: Creating and Loading Advanced Meshes and Geometries 12. Chapter 9: Animation and Moving the Camera 13. Chapter 10: Loading and Working with Textures 14. Part 4: Post-Processing, Physics, and Sounds
15. Chapter 11: Render Postprocessing 16. Chapter 12: Adding Physics and Sounds to Your Scene 17. Chapter 13: Working with Blender and Three.js 18. Chapter 14: Three.js Together with React, TypeScript, and Web-XR 19. Index 20. Other Books You May Enjoy

Understanding common material properties

You can quickly see for yourself which properties are shared between all the materials. Three.js provides a material base class, THREE.Material, that lists all these common properties. We’ve divided these common material properties into the following three categories:

  • Basic properties: These are the properties you’ll use most often. With these properties, you can, for instance, control the opacity of the object, whether it is visible, and how it is referenced (by ID or custom name).
  • Blending properties: Every object has a set of blending properties. These properties define how the color of each point of the material is combined with the color behind it.
  • Advanced properties: Several advanced properties control how the low-level WebGL context renders objects. In most cases, you won’t need to deal with these properties.

Note that, in this chapter, we will skip most of the properties related to textures...

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