OptionalattenuationColour white light turns after travelling attenuationDistance through the volume
OptionalattenuationDistance in world units that light travels through the volume before it takes on
attenuationColor
Left out, light isn't absorbed. Absorption also needs thickness above 0.
OptionalfactorHow much light passes through, from 0 (opaque surface) to 1 (clear glass)
OptionaltextureMap whose red channel scales factor
OptionalthicknessThickness of the volume in the mesh's own units, scaled with the mesh
0 makes a thin wall: light doesn't bend and isn't absorbed.
OptionalthicknessMap whose green channel scales thickness
Options for a Material3D's
transmissiongroup (KHR_materials_transmissionwithKHR_materials_volume): glass and other surfaces you see throughThrough a transmissive mesh you see the background and the opaque meshes, tinted by its base colour and blurred by its roughness, but not other transmissive or blended meshes. On WebGL, glass in a view drawn straight onto an opaque canvas shows nothing through. Start the application with
useBackBuffer: true, or, when the scene hasdoubleSidedmaterials, whose lighting that option breaks, give the viewcomposite: true.Example