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Transmission, volume, and dispersion

Transparent materials transmit light through a surface; thickness, absorption, and wavelength separation describe glass and colored volumes.

The CompareTransmission sample demonstrates this capability. Drag to orbit and scroll to zoom.

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PBRMaterial reference​

PBRMaterial from @luma.gl/experimental is a typed engine Material backed by the shared pbrMaterial shader module. Its material fields are defined by PBRMaterialUniforms from @luma.gl/shadertools. Pass them through createPBRMaterial(device, {uniforms}) or update them with material.setProps({pbrMaterial: {...}}).

The fields below are optional. Defaults are the shared shader defaults; imported assets can supply other values.

FieldTypeDefaultDescription
transmissionFactornumber0Fraction of light transmitted through the surface, in the range 0–1.
transmissionMapEnabledbooleanfalseEnables transmission texture sampling.
iornumber1.5Index of refraction of the dielectric material.
thicknessFactornumber0Volume thickness scale in model-space units.
attenuationColorReadonly<Vector3 | NumberArray3>[1, 1, 1]RGB transmittance color at the attenuation distance.
attenuationDistancenumber1e9Distance through the volume associated with the attenuation color.
dispersionnumber0Chromatic transmission spread, expressed as 20 divided by the Abbe number.

PBRMaterialBindings​

Texture resources are supplied separately through PBRMaterialBindings. Each field below is optional and accepts Texture | null. createPBRMaterial() derives map-enabled flags from these resources. Enable the corresponding Model shader define listed below when supplying a texture; the helper does not choose the model shader defines.

FieldModel defineDescription
pbr_transmissionSamplerHAS_TRANSMISSIONMAP: trueTexture resource for the transmission slot.
pbr_thicknessSamplerHAS_THICKNESSMAP: trueTexture resource for the thickness slot.

Supporting APIs​

createPBRMaterial​

createPBRMaterial(device, {uniforms, bindings, factory}) from @luma.gl/experimental returns a PBRMaterial. uniforms sets the fields listed above, bindings supplies material textures, and the optional factory shares a compatible binding schema across materials. The helper derives map-enabled flags from the supplied bindings; explicit uniform values take precedence.

MaterialFactory​

createPBRMaterialFactory(device) from @luma.gl/experimental creates a reusable engine MaterialFactory configured with the pbrMaterial shader module. Pass this factory to createPBRMaterial() when creating several compatible materials.

Material​

Material from @luma.gl/engine owns material uniforms and texture resources. setProps({pbrMaterial: {...}}) updates uniform values. Pass the material to a compatible Model through its material prop; models sharing it observe the same updates. Use clone({bindings: {...}}) when an appearance needs separate texture resources. Adding a texture or changing a shader feature may require matching defines and a compatible model shader layout.

See the materials guide and pbrMaterial reference.

The extended PBR shader path is disabled by default. Set USE_MATERIAL_EXTENSIONS: true in the Model construction defines to enable this feature; uniform values alone do not enable it. The glTF material parser supplies this define for imported extension materials.

Usage​

import {Model} from '@luma.gl/engine';
import {createPBRMaterial, type PBRMaterial} from '@luma.gl/experimental';

// device is an initialized Device.
const material: PBRMaterial = createPBRMaterial(device, {
uniforms: {
metallicRoughnessValues: [0, 0.05],
transmissionFactor: 1,
ior: 1.5,
thicknessFactor: 0.5,
attenuationColor: [0.8, 0.95, 1],
attenuationDistance: 2,
dispersion: 0.1
}
});

// modelProps contains your existing shaders, geometry, and buffer layout.
const model = new Model(device, {
...modelProps,
material,
defines: {...modelProps.defines, USE_MATERIAL_EXTENSIONS: true}
});

Scene-color refraction requires the shared experimental SceneRenderer or ANARI capture path. The inline glTF viewer uses the scenegraph alpha approximation, so this embedded sample does not demonstrate full screen-space refraction or chromatic dispersion.

See the focused guides for volume absorption and dispersion for separate reference tables and curated sample subsets.

glTF support​

KHR_materials_transmission, KHR_materials_volume, and KHR_materials_dispersion map to these shared material inputs. Volume thickness and attenuation tint transmitted light; dispersion separates transmitted RGB wavelengths in the shared experimental renderer and ANARI.

See glTF materials and textures, glTF animation, and the extension support matrix for adapter details and current support limits.

All engine features