Luxar Viewer API Documentation - v2026.9.22
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    Construction-time config for either physical wrapper.

    interface PhysicalMeshMaterialConfig {
        opacity?: number;
        intensity?: number;
        offset?: number;
        gamma?: number;
        roughness?: number;
        metalness?: number;
        clearcoat?: number;
        clearcoatRoughness?: number;
        iridescence?: number;
        sheen?: number;
        sheenColor?: string;
        transmission?: number;
        ior?: number;
        thickness?: number;
        attenuationDistance?: number;
        attenuationColor?: string;
        dispersion?: number;
        refractData?: boolean;
        alphaCutoff?: number;
        flatShading?: boolean;
        vertexAlpha?: boolean;
    }
    Index
    opacity?: number

    Node opacity, default 1.

    intensity?: number

    Base-colour gain (Luxar intensity), default 1. See physicalUpdateIntensity.

    offset?: number

    Additive radiance (Luxar offset), default 0. See physicalUpdateOffset.

    gamma?: number

    Recorded, never applied — see physicalUpdateGamma.

    roughness?: number
    metalness?: number
    clearcoat?: number
    clearcoatRoughness?: number
    iridescence?: number
    sheen?: number
    sheenColor?: string

    #rrggbb; default PHYSICAL_MESH_DEFAULTS.sheenColor.

    transmission?: number

    Share of light transmitted through the surface (glass); > 0 is translucent.

    ior?: number

    Index of refraction in [1, 2.333].

    thickness?: number

    Volume thickness for the refraction, in scene units.

    attenuationDistance?: number

    Beer–Lambert distance at which attenuationColor is reached; Infinity = none.

    attenuationColor?: string

    #rrggbb; default PHYSICAL_MESH_DEFAULTS.attenuationColor.

    dispersion?: number

    Chromatic dispersion strength (Abbe-number-like), >= 0.

    refractData?: boolean

    Luxar refract_data (spec §3.4 Phase 3): draw the glass AFTER the emissive data so it refracts what is behind it. Default false. See derivePhysicalCompositing.

    alphaCutoff?: number

    Luxar alpha_cutoff, mapped onto three's alphaTest. On an RGBA mesh its PRESENCE also selects the cutout path over translucency — see derivePhysicalCompositing.

    flatShading?: boolean

    shading="flat" (or no stored normals): derive normals per triangle.

    vertexAlpha?: boolean

    Whether the geometry's color attribute carries a fourth (alpha) component.