OptionalattributesEvery vertex in a glTF Mesh has a set of attributes.
POSITION cannot be specified -- ManifoldCAD will set it internally.
This array specifies how vertex properties are arranged in memory.
For example, a value of ['TEXCOORD_0', 'NORMAL', 'SKIP_2', 'COLOR_0']
would implicitly use property channels 0-2 for position, followed by
channels 3-4 for texture, 5-7 for surface normal, ignore 8-9, and 10-12 for
color.
Some properties such as TEXCOORD_0 or COLOR_0 may be set when importing
a model that has a texture or material.
When vertex property COLOR_0 is specified, it will be multiplied
against baseColorFactor.
OptionalroughnessRoughness of the material. Ranges from 0 (smooth, specular) to 1.0 (rough, diffuse).
OptionalmetallicMetallic property of the material. Ranges from 0 (dielectric, e.g.: yellow plastic) to 1.0 (conductor, e.g: gold). Generally speaking materials are either one or the other and intermediate values are just for blending.
OptionalbaseBase colour of the material. RGB values, ranging from 0 to 1.0.
If the attribute COLOR_0 is specifed, it will be
multiplied against baseColorFactor. In this case, use an appropriate
value like [1.0, 1.0, 1.0].
OptionalalphaTransparency of the material. Ranges from 0 (fully transparent) to 1.0 (fully opaque).
OptionalunlitRender model as unlit or shadeless, as opposed to physically based rendering.
OptionalnameMaterial name. Will be passed through when exported.
Optional InternalsourceIf set, this material is a copy of another material on an in-memory glTF
model. This is used by importManifold and importModel to pass original
materials and textures through manifold.
Optional InternalsourceIf set, this material is a copy of another material on an in-memory glTF
model. This is used by importManifold and importModel to pass original
materials and textures through manifold.
Define a material using the glTF metallic-roughness physically-based rendering model. Materials can be applied to a model through
setMaterial(), or set as a GLTFNode property.See