OptionalbackgroundRGB fill for UV pixels not covered by any triangle. Default [0, 0, 0].
OptionalgridOptional debug grid overlay drawn on each heat map. Useful for
inspecting how the planar projection laid each geometry's UVs
into texture space. Pass true for the painter's defaults, an
options object for control, or omit/false to skip.
OptionalmetallicMetallic written into every heat map's mr. Default 0.
OptionalpreserveWhen true, geometries that already carry uvsCompressed are
painted using those UVs verbatim rather than re-projected. Use
for shapes whose faces would collapse under planar projection
(axis-aligned boxes, cylinders aligned with worldUp) when the
caller has pre-baked a per-face unwrap. Default false — the
painter regenerates planar UVs, which is correct for most
irregular meshes (IFC walls, slabs, doors, etc.).
OptionalrampColour ramp. Defaults to the painter's DEFAULT_HEATMAP_RAMP.
OptionalrangeScalar range mapped onto the colour ramp's [0, 1] domain. When
supplied, every geometry shares this range so values are visually
comparable across the scene. When omitted, the range is auto-
computed from the union of all per-geometry scalars — also
comparable cross-scene, just without a fixed scale.
Pass "perGeometry" to instead normalise each geometry to its
own min/max (each geometry uses its full ramp regardless of how
its values sit in the global distribution). Useful for emphasis,
misleading for comparison.
OptionalroughnessRoughness written into every heat map's mr. Default 0.6.
OptionalscalarsReturns the per-vertex scalar field for one geometry. Length must
equal geometry.positionsCompressed.length / 3.
Default: world-space elevation along the SceneModel's worldUp
axis — the per-vertex height in metres.
SceneModel to paint.
OptionaltextureTexture size in pixels (square). Default 512. Larger sizes give
more pixels per triangle in the painted heat map and reduce
minification moiré on dense geometries — the renderer doesn't
generate mipmaps for scene textures, so the painted base level
is the only level the GPU samples.
OptionaltransparentFloor on the heat-map material's opacity when the original mesh
material was transparent (e.g. IFC windows, curtain wall). The
heat map adopts max(originalOpacity, this) and the original
alphaMode (typically BLEND for glass). Set to 1 to make
heat maps fully opaque regardless of the underlying mesh; set
lower (or to 0) to fully preserve the original opacity.
Default 0.5 — keeps glass readable as glass while still
showing the gradient.
Parameters for applyHeatMapMaterials.