[page:Material] →

# [name]

The default material used by [page:Points].

## Examples

[example:misc_controls_fly misc / controls / fly]
[example:webgl_buffergeometry_drawcalls WebGL / BufferGeometry / drawcalls]
[example:webgl_buffergeometry_points WebGL / BufferGeometry / points]
[example:webgl_buffergeometry_points_interleaved WebGL / BufferGeometry / points / interleaved]
[example:webgl_camera WebGL / camera ]
[example:webgl_geometry_convex WebGL / geometry / convex]
[example:webgl_geometry_shapes WebGL / geometry / shapes]
[example:webgl_interactive_raycasting_points WebGL / interactive / raycasting / points]
[example:webgl_multiple_elements_text WebGL / multiple / elements / text]
[example:webgl_points_billboards WebGL / points / billboards]
[example:webgl_points_dynamic WebGL / points / dynamic]
[example:webgl_points_sprites WebGL / points / sprites]
[example:webgl_trails WebGL / trails]

`//This will add a starfield to the background of a scene var starsGeometry = new THREE.Geometry(); for ( var i = 0; i < 10000; i ++ ) { var star = new THREE.Vector3(); star.x = THREE.Math.randFloatSpread( 2000 ); star.y = THREE.Math.randFloatSpread( 2000 ); star.z = THREE.Math.randFloatSpread( 2000 ); starsGeometry.vertices.push( star ); } var starsMaterial = new THREE.PointsMaterial( { color: 0x888888 } ); var starField = new THREE.Points( starsGeometry, starsMaterial ); scene.add( starField );`

### [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]) 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] class for common properties.

### [property:Texture alphaMap]

The alpha map is a grayscale texture that controls the opacity across the surface (black: fully transparent; white: fully opaque). Default is null.
Only the color of the texture is used, ignoring the alpha channel if one exists. For RGB and RGBA textures, the [page:WebGLRenderer WebGL] renderer will use the green channel when sampling this texture due to the extra bit of precision provided for green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and luminance/alpha textures will also still work as expected.

### [property:Color color]

[page:Color] of the material, by default set to white (0xffffff).

### [property:Boolean isPointsMaterial]

Used to check whether this or derived classes are points materials. Default is *true*.
You should not change this, as it used internally for optimisation.

### [property:Texture map]

Sets the color of the points using data from a [page:Texture].

### [property:Boolean morphTargets]

Define whether the material uses morphTargets. Default is false.

### [property:Number size]

Sets the size of the points. Default is 1.0.

### [property:Boolean sizeAttenuation]

Specify whether points' size is attenuated by the camera depth. (Perspective camera only.) Default is true.

## Methods

## Source

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