[page:Material] → [page:MeshStandardMaterial] →

# [name]

An extension of the [page:MeshStandardMaterial], providing more advanced physically-based rendering properties:

- Clearcoat: Some materials — like car paints, carbon fiber, and wet surfaces — require a clear, reflective layer on top of another layer that may be irregular or rough. Clearcoat approximates this effect, without the need for a separate transparent surface.
- Physically-based transparency: One limitation of [page:Material.opacity .opacity] is that highly transparent materials are less reflective. Physically-based [page:.transmission] provides a more realistic option for thin, transparent surfaces like glass.
- Advanced reflectivity: More flexible reflectivity for non-metallic materials.

As a result of these complex shading features, MeshPhysicalMaterial has a higher performance cost, per pixel, than other three.js materials. Most effects are disabled by default, and add cost as they are enabled. For best results, always specify an [page:.envMap environment map] when using this material.

## Examples

[example:webgl_materials_variations_physical materials / variations / physical]
[example:webgl_materials_physical_clearcoat materials / physical / clearcoat]
[example:webgl_materials_physical_reflectivity materials / physical / reflectivity]
[example:webgl_materials_physical_transmission materials / physical / transmission]

## Constructor

### [name]( [param:Object parameters] )

[page:Object parameters] - (optional) an object with one or more properties defining the material's appearance. Any property of the material (including any property inherited from [page:Material] and [page:MeshStandardMaterial]) can be passed in here.
The exception is the property [page:Hexadecimal color], which can be passed in as a hexadecimal string and is `0xffffff` (white) by default. [page:Color.set]( color ) is called internally.

## Properties

See the base [page:Material] and [page:MeshStandardMaterial] classes for common properties.

### [property:Color attenuationColor]

The color that white light turns into due to absorption when reaching the attenuation distance. Default is `white` (0xffffff).

### [property:Float attenuationDistance]

Density of the medium given as the average distance that light travels in the medium before interacting with a particle. The value is given in world space. Default is `0`.

### [property:Float clearcoat]

Represents the intensity of the clear coat layer, from `0.0` to `1.0`. Use clear coat related properties to enable multilayer materials that have a thin translucent layer over the base layer. Default is `0.0`.

### [property:Texture clearcoatMap]

The red channel of this texture is multiplied against [page:.clearcoat], for per-pixel control over a coating's intensity. Default is `null`.

### [property:Texture clearcoatNormalMap]

Can be used to enable independent normals for the clear coat layer. Default is `null`.

### [property:Vector2 clearcoatNormalScale]

How much [page:.clearcoatNormalMap] affects the clear coat layer, from `(0,0)` to `(1,1)`. Default is `(1,1)`.

### [property:Float clearcoatRoughness]

Roughness of the clear coat layer, from `0.0` to `1.0`. Default is `0.0`.

### [property:Texture clearcoatRoughnessMap]

The green channel of this texture is multiplied against [page:.clearcoatRoughness], for per-pixel control over a coating's roughness. Default is `null`.

### [property:Object defines]

An object of the form: `{ 'STANDARD': '' 'PHYSICAL': '', };` This is used by the [page:WebGLRenderer] for selecting shaders.

### [property:Float ior]

Index-of-refraction for non-metallic materials, from `1.0` to `2.333`. Default is `1.5`.

### [property:Float reflectivity]

Degree of reflectivity, from `0.0` to `1.0`. Default is `0.5`, which corresponds to an index-of-refraction of 1.5.
This models the reflectivity of non-metallic materials. It has no effect when [page:MeshStandardMaterial.metalness metalness] is `1.0`

### [property:Float sheen]

The intensity of the sheen layer, from `0.0` to `1.0`. Default is `0.0`.

### [property:Float sheenRoughness]

Roughness of the sheen layer, from `0.0` to `1.0`. Default is `1.0`.

### [property:Texture sheenRoughnessMap]

The alpha channel of this texture is multiplied against [page:.sheenRoughness], for per-pixel control over sheen roughness. Default is `null`.

### [property:Color sheenColor]

The sheen tint. Default is `0xffffff`, white.

### [property:Texture sheenColorMap]

The RGB channels of this texture are multiplied against [page:.sheenColor], for per-pixel control over sheen tint. Default is `null`.

### [property:Float specularIntensity]

A float that scales the amount of specular reflection for non-metals only. When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`. Default is `0.0`.

### [property:Texture specularIntensityMap]

The alpha channel of this texture is multiplied against [page:.specularIntensity], for per-pixel control over specular intensity. Default is `null`.

### [property:Color specularColor]

A [page:Color] that tints the specular reflection at normal incidence for non-metals only. Default is `0xffffff`, white.

### [property:Texture specularColorMap]

The RGB channels of this texture are multiplied against [page:.specularColor], for per-pixel control over specular color. Default is `null`.

### [property:Float thickness]

The thickness of the volume beneath the surface. The value is given in the coordinate space of the mesh. If the value is 0 the material is thin-walled. Otherwise the material is a volume boundary. Default is `0`.

### [property:Texture thicknessMap]

A texture that defines the thickness, stored in the G channel. This will be multiplied by [page:.thickness]. Default is `null`.

### [property:Float transmission]

Degree of transmission (or optical transparency), from `0.0` to `1.0`. Default is `0.0`.
Thin, transparent or semitransparent, plastic or glass materials remain largely reflective even if they are fully transmissive. The transmission property can be used to model these materials.
When transmission is non-zero, [page:Material.opacity opacity] should be set to `0`.

### [property:Texture transmissionMap]

The red channel of this texture is multiplied against [page:.transmission], for per-pixel control over optical transparency. Default is `null`.

## Methods

See the base [page:Material] and [page:MeshStandardMaterial] classes for common methods.

## Source

[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]