The texture slots of a PhongMaterial, as material.textures
material.textures
const material = new PhongMaterial({ specularTexture: shineMask });material.textures.specular = otherShineMask; Copy
const material = new PhongMaterial({ specularTexture: shineMask });material.textures.specular = otherShineMask;
Base colour map
material.textures.baseColor = await Assets.load('bricks.png'); Copy
material.textures.baseColor = await Assets.load('bricks.png');
Optional
Glow map; only on a material built with an emissive group
emissive
material.textures.emissive = await Assets.load('lit-windows.png'); Copy
material.textures.emissive = await Assets.load('lit-windows.png');
Tangent-space normal map; holds a flat map until you assign one
material.textures.normal = await Assets.load('bricks-normal.png'); Copy
material.textures.normal = await Assets.load('bricks-normal.png');
Map whose red channel scales the highlight; only on a material built with specularTexture
specularTexture
material.textures.specular = wetPatches; Copy
material.textures.specular = wetPatches;
The texture slots of a PhongMaterial, as
material.texturesExample