{{ target: partial-material-texture }}
#${prefix|default(“##”)} detailTexture(string|HTMLImageElement|HTMLCanvasElement)
The texture map of the material detail.
#${prefix|default(“##”)} textureTiling(number) = 1
Tiles the texture map of the material detail. The default is 1
, which means that the stretch is filled. When greater than 1
, the number indicates how many times the texture is tiled.
Note: The use of tiling requires the detail texture
height and width to be 2 to the power of n. For example, 512x512, if it is a 200x200 texture, you cannot use tiling.
#${prefix|default(“##”)} textureOffset(number) = 0
The displacement of the texture detail texture.
{{ target: partial-shading }}
#${prefix|default(“#”)} shading(string)
The coloring effect of 3D graphics in ${componentName}. The following three coloring methods are supported in echarts-gl:
'color'
Only display colors, not affected by other factors such as lighting.
'lambert'
Through the classic [lambert] coloring, can express the light and dark that the light shows.
'realistic'
Realistic rendering, combined with light.ambientCubemap and postEffect, can improve the quality and texture of the display. [Physical Based Rendering (PBR)] (https://www.marmoset.co/posts/physically-based-rendering-and-you-can-too/) is used in ECharts GL to represent realistic materials.
{{ block: shading-compare }} {{ /block }}
#${prefix|default(“#”)} realisticMaterial(Object)
The configuration item of the realistic material is valid when shading is 'realistic'
.
{{ use: partial-material-texture(prefix=${prefix|default(“#”)} + ‘#’) }}
##${prefix|default(“#”)} roughness(number|string|HTMLImageElement|HTMLCanvasElement) = 0.5
The roughness
attribute is used to indicate the roughness of the material, 0
is completely smooth, 1
is completely rough, and the middle value is between the two.
{{ block: roughness-compare }} The following images show the effect of roughness
in globe
0.2
(smooth) and 0.8
(rough).
{{ /block }}
When you want to express more complex materials. You can set roughness
directly to the texture that stores the roughness with each pixel as follows.
The more white the color in the texture, the larger the value and the rougher it is. You can get texture resources of different materials from resource websites such as [http://freepbr.com/] (http://freepbr.com/). You can also generate it yourself using other tools.
##${prefix|default(“#”)} metalness(number|string|HTMLImageElement|HTMLCanvasElement) = 0
The metalness
attribute is used to indicate whether the material is metal or non-metal, 0
is non-metallic, 1
is metal, and the middle value is between the two. Usually set to 0
and 1
to meet most of the scenes.
{{ block: metalness-compare }} The picture below show the difference between `metal' and ‘0’ in globe.
{{ /block }}
As with roughness you can set metalness
directly to the metal texture.
##${prefix|default(“#”)} roughnessAdjust(number) = 0.5
Roughness adjustment is useful when using roughness map. The overall roughness of the texture can be adjusted. The default is 0.5
, 0
is completely smooth, 1
is completely rough.
##${prefix|default(“#”)} metalnessAdjust(number) = 0.5
Metalness adjustment is useful when using metalness maps. The overall metallicity of the texture can be adjusted. The default is 0.5
, 0
is non-metal, 1
is metal.
##${prefix|default(“#”)} normalTexture(string|HTMLImageElement|HTMLCanvasElement)
Normal map of material details.
Using normal maps, you can still display rich shades of detail on the surface of the object with fewer vertices.
#${prefix|default(“#”)} lambertMaterial(Object)
The configuration item of the lambert material is valid when shading is 'lambert'
.
{{ use: partial-material-texture(prefix=${prefix|default(“#”)} + ‘#’) }}
#${prefix|default(“#”)} colorMaterial(Object)
The color material related configuration item is valid when shading is 'color'
.
{{ use: partial-material-texture(prefix=${prefix|default(“#”)} + ‘#’) }}