MeshLambertNodeMaterial
A node material for non-shiny surfaces that uses a Lambertian model to calculate reflectance. It only considers diffuse lighting without specular highlights, resulting in a matte appearance. [1] It is the node-based version of MeshLambertMaterial.
Core Advantages
Less computationally expensive than materials with specular reflections (like Phong or Standard) because it only calculates diffuse lighting. [6] It's perfect for simulating materials that aren't supposed to be shiny, such as untreated wood, stone, paper, or matte plastic. [1, 4, 7]
Common Uses
Rendering matte, non-glossy surfaces [1, 4]
Simulating materials like paper, cloth, or unpolished wood and stone [1, 7]
Use cases where performance is a consideration and specular highlights are not needed [6]
Creating stylized visuals that still react to basic lighting without shininess
How to adjust
Adjust its base color via the `color` property or connect a `texture` node to apply a texture. It reacts to lights in the scene, so changing the lighting will alter its appearance. You can also set the `emissive` property to make it glow or use an `envMap` to add influence from the environment.
Code Examples
1<mesh>
2 <sphereGeometry />
3 <meshLambertNodeMaterial color="royalblue" />
4</mesh>