materialTransmission
Provides the material's final transmission factor, with built-in logic to multiply the `.transmission` property by the `.transmissionMap` texture's red channel, used for simulating effects like glass and water.
Core Advantages
Its core advantage is automatic combination: it fully encapsulates the specific logic of 'multiplying a base transmission factor by a map's red channel,' greatly simplifying the workflow for creating materials with physically accurate transparency.
Common Uses
Rendering glass, water, or clear liquids.
Creating frosted glass or glass with opaque patterns using a texture map.
Simulating translucent fabrics or plastics like tulle or insect wings.
Directly outputting its value as grayscale to debug the `transmissionMap` texture.
How to adjust
Configure by modifying `MeshPhysicalMaterial` properties in JavaScript. `.transmission` (0-1) acts as a global transmission factor. If `transmissionMap` is provided, the final transmission is `base_value * map_red_channel_value`, enabling localized transparency variations.
Code Examples
1// In a physical material, connect materialTransmission to the transmission input
2// (This is usually handled automatically inside the materialPhysical node)
3material.transmissionNode = materialTransmission;