Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition

You're reading from   Learning Three.js: The JavaScript 3D Library for WebGL - Second Edition Create stunning 3D graphics in your browser using the Three.js JavaScript library

Arrow left icon
Product type Paperback
Published in Mar 2015
Publisher
ISBN-13 9781784392215
Length 422 pages
Edition 1st Edition
Languages
Arrow right icon
Author (1):
Arrow left icon
Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
Arrow right icon
View More author details
Toc

Table of Contents (14) Chapters Close

Preface 1. Creating Your First 3D Scene with Three.js 2. Basic Components That Make Up a Three.js Scene FREE CHAPTER 3. Working with the Different Light Sources Available in Three.js 4. Working with Three.js Materials 5. Learning to Work with Geometries 6. Advanced Geometries and Binary Operations 7. Particles, Sprites, and the Point Cloud 8. Creating and Loading Advanced Meshes and Geometries 9. Animations and Moving the Camera 10. Loading and Working with Textures 11. Custom Shaders and Render Postprocessing 12. Adding Physics and Sounds to Your Scene Index

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 the 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 object is combined with its background.
  • Advanced properties: There are a number of advanced properties that control how the low-level WebGL context renders objects. In most cases, you won't need to mess with these properties.

Note that in this chapter, we skip any properties related to textures and maps. Most materials allow you to use images as textures (for...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image