@pixi/3d
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    Interface Material3DTextures

    The texture slots of a Material3D, as material.textures

    The four core slots always exist. The others exist only when the material was built with the matching group, and clearcoatNormal and anisotropy only when that group had its texture. Each option group says how its slot is packed.

    const material = new Material3D({ baseColorTexture: bricks });
    material.textures.baseColor = mossyBricks;
    interface Material3DTextures {
        anisotropy?: Texture<TextureSource<any>>;
        baseColor: Texture;
        clearcoat?: Texture<TextureSource<any>>;
        clearcoatNormal?: Texture<TextureSource<any>>;
        clearcoatRoughness?: Texture<TextureSource<any>>;
        emissive?: Texture<TextureSource<any>>;
        iridescence?: Texture<TextureSource<any>>;
        metallicRoughness: Texture;
        normal: Texture;
        occlusion: Texture;
        sheen?: Texture<TextureSource<any>>;
        specular?: Texture<TextureSource<any>>;
        thickness?: Texture<TextureSource<any>>;
        transmission?: Texture<TextureSource<any>>;
        [slot: string]: Texture<TextureSource<any>> | undefined;
    }

    Hierarchy (View Summary)

    Indexable

    Index
    anisotropy?: Texture<TextureSource<any>>

    Anisotropy direction in RG, strength in B

    material.textures.anisotropy = await Assets.load('brush-direction.png');
    
    baseColor: Texture

    Base colour map

    material.textures.baseColor = await Assets.load('albedo.png');
    
    clearcoat?: Texture<TextureSource<any>>

    Clearcoat factor in red

    material.textures.clearcoat = await Assets.load('coat-mask.png');
    
    clearcoatNormal?: Texture<TextureSource<any>>

    Clearcoat normal map

    material.textures.clearcoatNormal = await Assets.load('coat-normal.png');
    
    clearcoatRoughness?: Texture<TextureSource<any>>

    Clearcoat roughness in green

    material.textures.clearcoatRoughness = await Assets.load('coat-roughness.png');
    
    emissive?: Texture<TextureSource<any>>

    Glow map

    material.textures.emissive = await Assets.load('glow.png');
    
    iridescence?: Texture<TextureSource<any>>

    Iridescence factor in red, film thickness in green

    material.textures.iridescence = await Assets.load('film.png');
    
    metallicRoughness: Texture

    Roughness in green, metalness in blue

    material.textures.metallicRoughness = await Assets.load('metal-rough.png');
    
    normal: Texture

    Tangent-space normal map; holds a flat map until you assign one

    material.textures.normal = await Assets.load('normal.png');
    
    occlusion: Texture

    Ambient occlusion in red

    material.textures.occlusion = await Assets.load('occlusion.png');
    
    sheen?: Texture<TextureSource<any>>

    Sheen colour in RGB, roughness in alpha

    material.textures.sheen = await Assets.load('sheen.png');
    
    specular?: Texture<TextureSource<any>>

    Specular tint in RGB, strength in alpha

    material.textures.specular = await Assets.load('specular.png');
    
    thickness?: Texture<TextureSource<any>>

    Volume thickness in green

    material.textures.thickness = await Assets.load('thickness.png');
    
    transmission?: Texture<TextureSource<any>>

    Transmission factor in red

    material.textures.transmission = await Assets.load('frost-mask.png');