Interface: MultiLayerSurfaceConfig
Defined in: MultiLayerNeuroSurface.ts:56
Configuration options for surface material properties and appearance SurfaceConfig
Example
const config = {
color: 0xA9A9A9, // Gray base color
shininess: 50, // Moderate shininess
specularColor: 0x666666,// Light gray highlights
emissive: 0x0a0a0a, // Slight self-illumination
emissiveIntensity: 0.2, // 20% emissive strength
alpha: 0.8, // 80% opacity
flatShading: false // Smooth shading
};
surface.updateConfig(config);Extends
Extended by
Properties
baseColor?
optional baseColor?: ColorRepresentation;Defined in: MultiLayerNeuroSurface.ts:57
metalness?
optional metalness?: number;Defined in: MultiLayerNeuroSurface.ts:58
How metallic the surface is (0-1). 0 = dielectric (plastic), 1 = metal. Only for Standard/Physical material
Overrides
roughness?
optional roughness?: number;Defined in: MultiLayerNeuroSurface.ts:59
How rough the surface is (0-1). 0 = smooth/shiny, 1 = rough/matte. Only for Standard/Physical material
Overrides
useGPUCompositing?
optional useGPUCompositing?: boolean;Defined in: MultiLayerNeuroSurface.ts:60
useWideLines?
optional useWideLines?: boolean;Defined in: MultiLayerNeuroSurface.ts:61
curvature?
optional curvature?: Float32Array<ArrayBufferLike> | number[];Defined in: MultiLayerNeuroSurface.ts:64
Pre-computed curvature data to display as underlay
showCurvature?
optional showCurvature?: boolean;Defined in: MultiLayerNeuroSurface.ts:66
Show curvature underlay (default: true if curvature provided)
curvatureOptions?
optional curvatureOptions?: object;Defined in: MultiLayerNeuroSurface.ts:68
Curvature display options
brightness?
optional brightness?: number;contrast?
optional contrast?: number;smoothness?
optional smoothness?: number;invert?
optional invert?: boolean;shading?
optional shading?: SurfaceShadingOptions;Defined in: MultiLayerNeuroSurface.ts:75
Fragment-level threshold edges, outline, and silhouette shading.
color?
optional color?: ColorRepresentation;Defined in: classes.ts:156
Base color of the surface when no vertex coloring is applied. Can be hex number, string, or THREE.Color
Inherited from
flatShading?
optional flatShading?: boolean;Defined in: classes.ts:159
If true, renders each face with a single normal (faceted look). If false, interpolates normals (smooth look)
Inherited from
smoothingAngle?
optional smoothingAngle?: number;Defined in: classes.ts:162
Angle threshold in degrees for smooth shading (0-180). Edges with angles above this threshold will appear sharp
Inherited from
materialType?
optional materialType?: "phong" | "standard" | "physical";Defined in: classes.ts:165
Material type: 'phong' (default) or 'standard' (PBR). Standard enables metalness/roughness
Inherited from
shininess?
optional shininess?: number;Defined in: classes.ts:169
Controls size of specular highlights (0-200). 0 = matte/dull, 200 = very shiny/metallic. Only for Phong material
Inherited from
specularColor?
optional specularColor?: number;Defined in: classes.ts:172
Color of specular reflections. Usually grayscale for realistic materials. Hex number format. Only for Phong material
Inherited from
emissive?
optional emissive?: ColorRepresentation;Defined in: classes.ts:183
Self-illumination color. Makes the surface glow independently of scene lights
Inherited from
emissiveIntensity?
optional emissiveIntensity?: number;Defined in: classes.ts:186
Multiplier for emissive color strength (0-1). 0 = no glow, 1 = full glow
Inherited from
SurfaceConfig.emissiveIntensity
alpha?
optional alpha?: number;Defined in: classes.ts:189
Opacity/transparency (0-1). 0 = fully transparent, 1 = fully opaque
Inherited from
thresh?
optional thresh?: [number, number];Defined in: classes.ts:192
Threshold range [min, max] for hiding values. Values within range are made transparent
Inherited from
irange?
optional irange?: [number, number];Defined in: classes.ts:195
Input data range [min, max] for color mapping normalization