MeshPhongNodeMaterial
A node material for glossy surfaces using the classic Phong lighting model. It computes both diffuse and specular terms to produce highlights, suitable for plastics and polished materials. It is the node version of MeshPhongMaterial.
Core Advantages
Adds specular highlights beyond Lambert to convey surface detail and gloss. Cheaper than PBR in many cases and useful in non‑PBR workflows.
Common Uses
Shiny plastics
Polished finishes like car paint or smooth wood
Objects that need pronounced highlights to define form
Quick "metal‑like" looks in non‑PBR pipelines
How to adjust
Use `color` for base color. Higher `shininess` gives smaller, sharper highlights; `specular` sets highlight color. For per‑pixel control, provide `shininessNode` and `specularNode` (textures or procedural nodes). If you want to modulate defaults instead of overriding, use the `materialShininess` and `materialSpecular` nodes. Environment mapping is handled by the default `BasicEnvironmentNode`.
Code Examples
1<mesh>
2 <sphereGeometry />
3 <meshPhongNodeMaterial
4 color="crimson"
5 shininess={100} // controls highlight size and sharpness
6 specular="white" // highlight color
7 />
8</mesh>