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.
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