I'm working on a simple demonstration in three.js and am confused by the behaviour of THREE.MeshPhongMaterial coming from a background in the Unity Game Engine.
create_ring() {
// creates a ring mesh per inputed class data
const material = new THREE.MeshPhongMaterial({
color: this.color,
emissive: this.color,
emissiveIntensity: 1.6
});
const ring_geo = new THREE.TorusGeometry(this.radius, this.thickness, 16, 100);
// Translate in space
ring_geo.translate(5, 5, 0)
// add texture to mesh and output
const ring_mesh = new THREE.Mesh(ring_geo, material);
ring_mesh.receiveShadow = true;
ring_mesh.castShadow = true;
ring_mesh.name = "ring";
return ring_mesh
}
I was under the impression the materials would create a nice gentle pool of light on the floor geometry but now having researched the problem either I need some advice on how to implement this as a shader feature? Or I'm not understanding the limits and behaviour of materials in three.js? Below is an example of what is possible with a material's emissive option in Unity.