Luxar Viewer API Documentation - v2026.9.22
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    Three's MeshPhysicalMaterial behind the Luxar leaf-material surface (WebGL).

    Constructed by MaterialManager.getMeshPhysicalMaterial; configured entirely by applyPhysicalMeshConfig, which the WebGPU twin shares.

    Hierarchy

    • MeshPhysicalMaterial
      • PhysicalMeshMaterial
    Index
    • Pin the transmitted alpha to 1 (see TRANSMISSION_ALPHA_MIX_LINE in ./config.ts). A prototype method rather than an instance property so clone() — which the WebGL blend warm-up uses for its keeper materials — carries it too.

      Parameters

      • parameters: WebGLProgramParametersWithUniforms

      Returns void

    • One live physical knob from the Layers panel (clamped; rebuilds on a zero crossing).

      Parameters

      • key:
            | "roughness"
            | "metalness"
            | "clearcoat"
            | "clearcoat_roughness"
            | "iridescence"
            | "sheen"
            | "transmission"
            | "ior"
            | "thickness"
            | "attenuation_distance"
            | "dispersion"
      • value: number

      Returns void

    • Deliberate no-op. A physical mesh has no Luxar blending mode (the attr is refused at authoring, and an inherited one is ignored with a notice at node creation); translucency is read off the data by derivePhysicalCompositing. The method exists so the Layers panel's generic fallback — which would write the HOUSE shader's blend state for the mesh default opaque over this material on a reset — is never reached.

      Parameters

      Returns void