import { ColorRepresentation } from 'three/src/math/Color'; import { MaterialProps } from './interfaces'; export interface StandardMaterialProps extends MaterialProps { /** * How metallic the surface appears (0=dielectric, 1=metal). * Metals reflect environment, dielectrics show diffuse color. * @dial surface @dial-cols 2 * @dial-label-left * @dial-dtype number * @dial-default 0 * @dial-min 0 * @dial-max 1 * @dial-step 0.01 */ metalness?: number; /** * Surface micro-roughness (0=mirror, 1=fully diffuse). * Controls sharpness of reflections and highlights. * @dial surface @dial-cols 2 * @dial-label-left * @dial-dtype number * @dial-default 1 * @dial-min 0 * @dial-max 1 * @dial-step 0.01 */ roughness?: number; /** * Self-illumination color independent of scene lighting. * @dial emission * @dial-dtype color * @dial-default #000000 */ emissive?: ColorRepresentation; /** * Strength of the emissive glow effect. * @dial emission * @dial-label-left * @dial-dtype number * @dial-default 0 * @dial-min 0 * @dial-max 10 * @dial-step 0.1 */ emissiveIntensity?: number; /** * Use flat shading with faceted appearance instead of smooth. * @dial rendering * @dial-dtype boolean * @dial-default false */ flatShading?: boolean; } /** * Standard PBR material using metalness/roughness workflow. * * Physically-based rendering for realistic materials. Uses * the metalness-roughness model common in game engines. * * Use this for: * - Realistic materials (metals, plastics, wood, stone) * - Environment reflections * - When you need good quality without clearcoat/transmission * * @example * ```tsx * * * * ``` */ export declare function StandardMaterial({ color, opacity, transparent, wireframe, side, map, mapRepeat, metalness, roughness, emissive, emissiveIntensity, flatShading, }: StandardMaterialProps): import("react/jsx-runtime").JSX.Element;