@equinor/videx-3d
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    Type Alias CasingSectionMaterialOptions

    CasingSectionMaterialOptions

    type CasingSectionMaterialOptions = {
        inner?: CasingMaterialParameters;
        primary: CasingMaterialParameters;
        slice?: CasingMaterialParameters;
    }
    Index

    Properties

    Properties

    Parameters accepted by CasingMaterial. A MeshStandardMaterial at heart, so it takes the familiar PBR knobs (color, roughness, metalness, emissive, envMap, envMapIntensity, ...) plus the casing texture-UV units and the grouped effects below.

    Type Declaration

    • Optionaleffects?: CasingEffects

      Grouped casing stylization effects (silhouette outline, section edge shading, procedural weathering, per-section variation and micro-normal surface detail). Every sub-effect is optional and independent; omitted ones fall back to their defaults (mostly off).

    • OptionalmapUvUnits?: "normalized" | "world"

      UV units for the base map (and the aoMap/lightMap/emissiveMap/metalnessMap/ roughnessMap group): 'normalized' = 0..1 around/along, 'world' = object-space distance (arc length x trajectory distance) so texture.repeat becomes a density that stays consistent across sections of different radius and length. Default 'normalized'.

    • OptionalnormalMapUvUnits?: "normalized" | "world"

      UV units for normalMap / bumpMap, independent of mapUvUnits. Default 'normalized'.

    Parameters accepted by CasingMaterial. A MeshStandardMaterial at heart, so it takes the familiar PBR knobs (color, roughness, metalness, emissive, envMap, envMapIntensity, ...) plus the casing texture-UV units and the grouped effects below.

    Type Declaration

    • Optionaleffects?: CasingEffects

      Grouped casing stylization effects (silhouette outline, section edge shading, procedural weathering, per-section variation and micro-normal surface detail). Every sub-effect is optional and independent; omitted ones fall back to their defaults (mostly off).

    • OptionalmapUvUnits?: "normalized" | "world"

      UV units for the base map (and the aoMap/lightMap/emissiveMap/metalnessMap/ roughnessMap group): 'normalized' = 0..1 around/along, 'world' = object-space distance (arc length x trajectory distance) so texture.repeat becomes a density that stays consistent across sections of different radius and length. Default 'normalized'.

    • OptionalnormalMapUvUnits?: "normalized" | "world"

      UV units for normalMap / bumpMap, independent of mapUvUnits. Default 'normalized'.

    Parameters accepted by CasingMaterial. A MeshStandardMaterial at heart, so it takes the familiar PBR knobs (color, roughness, metalness, emissive, envMap, envMapIntensity, ...) plus the casing texture-UV units and the grouped effects below.

    Type Declaration

    • Optionaleffects?: CasingEffects

      Grouped casing stylization effects (silhouette outline, section edge shading, procedural weathering, per-section variation and micro-normal surface detail). Every sub-effect is optional and independent; omitted ones fall back to their defaults (mostly off).

    • OptionalmapUvUnits?: "normalized" | "world"

      UV units for the base map (and the aoMap/lightMap/emissiveMap/metalnessMap/ roughnessMap group): 'normalized' = 0..1 around/along, 'world' = object-space distance (arc length x trajectory distance) so texture.repeat becomes a density that stays consistent across sections of different radius and length. Default 'normalized'.

    • OptionalnormalMapUvUnits?: "normalized" | "world"

      UV units for normalMap / bumpMap, independent of mapUvUnits. Default 'normalized'.