OptionalinnerParameters 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.
Optionaleffects?: CasingEffectsGrouped 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.
Optionaleffects?: CasingEffectsGrouped 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'.
OptionalsliceParameters 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.
Optionaleffects?: CasingEffectsGrouped 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'.
CasingSectionMaterialOptions