diff --git a/README.md b/README.md index 17f8b15fcf4190c499a9063391881c7cf31c59a9..f33e4a70808a7daaaa68aea5b6f5b7a626dfad74 100644 --- a/README.md +++ b/README.md @@ -24,6 +24,7 @@ const materials = [ >그리고 더 나아가 주변 환경이 비치도록 Reflection 을 이용할 수도 있습니다. const path = 'https://raw.githubusercontent.com/tamani-coding/threejs-texture-maps/main/dist/Metal_Tiles_003_'; + const urls = [ path+'ambientOcclusion.jpg', path+'basecolor.jpg', path+'metallic.jpg', path+'metallic.jpg', @@ -31,14 +32,19 @@ const urls = [ ]; const reflectionCube = new THREE.CubeTextureLoader().load( urls ); + scene.background = reflectionCube; + const material1 = new THREE.MeshPhongMaterial( { color: 0x00ffff, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.5 } ); + const material2 = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.5 } ); + const material3 = new THREE.MeshLambertMaterial( { color: 0xffff00, envMap: reflectionCube, combine: THREE.MixOperation, reflectivity: 0.5 } ); + > 여기서 반사가 얼마나 되는지 조절하려면 reflectivity를 수정하면 됩니다. > envMap를 reflectionCube로 설정했기에 반사를 활용할 수 있습니다.