<!-- SOLUV · part 205 -->
 `ior`.
		 *
		 * @type {Array<number,number>}
		 * @default [100,400]
		 */
		this.iridescenceThicknessRange = [ 100, 400 ];

		/**
		 * A texture that defines the thickness of the iridescence layer, stored in the green channel.
		 * Minimum and maximum values of thickness are defined by `iridescenceThicknessRange` array:
		 * - `0.0` in the green channel will result in thickness equal to first element of the array.
		 * - `1.0` in the green channel will result in thickness equal to second element of the array.
		 * - Values in-between will linearly interpolate between the elements of the array.
		 *
		 * `iridescenceThicknessMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.iridescenceThicknessMap = null;

		/**
		 * The sheen tint.
		 *
		 * @type {Color}
		 * @default (0,0,0)
		 */
		this.sheenColor = new Color( 0x000000 );

		/**
		 * The RGB channels of this texture are multiplied against  `sheenColor`, for per-pixel control
		 * over sheen tint.
		 *
		 * `sheenColorMap` represents color data, and the texture must be assigned a
		 * {@link Texture#colorSpace}. Most `sheenColorMap` textures set
		 * `texture.colorSpace = SRGBColorSpace`.
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.sheenColorMap = null;

		/**
		 * Roughness of the sheen layer, from `0.0` to `1.0`.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.sheenRoughness = 1.0;

		/**
		 * The alpha channel of this texture is multiplied against `sheenRoughness`, for per-pixel control
		 * over sheen roughness.
		 *
		 * `sheenRoughnessMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.sheenRoughnessMap = null;

		/**
		 * The red channel of this texture is multiplied against `transmission`, for per-pixel control over
		 * optical transparency.
		 *
		 * `transmissionMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.transmissionMap = null;

		/**
		 * The thickness of the volume beneath the surface. The value is given in the
		 * coordinate space of the mesh. If the value is `0` the material is
		 * thin-walled. Otherwise the material is a volume boundary.
		 *
		 * @type {number}
		 * @default 0
		 */
		this.thickness = 0;

		/**
		 * A texture that defines the thickness, stored in the green channel. This will
		 * be multiplied by `thickness`.
		 *
		 * `thicknessMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.thicknessMap = null;

		/**
		 * Density of the medium given as the average distance that light travels in
		 * the medium before interacting with a particle. The value is given in world
		 * space units, and must be greater than zero.
		 *
		 * @type {number}
		 * @default Infinity
		 */
		this.attenuationDistance = Infinity;

		/**
		 * The color that white light turns into due to absorption when reaching the
		 * attenuation distance.
		 *
		 * @type {Color}
		 * @default (1,1,1)
		 */
		this.attenuationColor = new Color( 1, 1, 1 );

		/**
		 * A float that scales the amount of specular reflection for non-metals only.
		 * When set to zero, the model is effectively Lambertian. From `0.0` to `1.0`.
		 *
		 * @type {number}
		 * @default 1
		 */
		this.specularIntensity = 1.0;

		/**
		 * The alpha channel of this texture is multiplied against `specularIntensity`,
		 * for per-pixel control over specular intensity.
		 *
		 * `specularIntensityMap` represents non-color data. Any texture assigned must have
		 * `texture.colorSpace = NoColorSpace` (default).
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.specularIntensityMap = null;

		/**
		 * Tints the specular reflection at normal incidence for non-metals only.
		 *
		 * @type {Color}
		 * @default (1,1,1)
		 */
		this.specularColor = new Color( 1, 1, 1 );

		/**
		 * The RGB channels of this texture are multiplied against `specularColor`,
		 * for per-pixel control over specular color.
		 *
		 * `specularColorMap` represents color data, and the texture must be assigned a
		 * {@link Texture#colorSpace}. Most `specularColorMap` textures set
		 * `texture.colorSpace = SRGBColorSpace`.
		 *
		 * @type {?Texture}
		 * @default null
		 */
		this.specularColorMap = null;

		this._anisotropy = 0;
		this._clearcoat = 0;
		this._dispersion = 0;
		this._iridescence = 0;
		this._retroreflectivity = 0;
		this._sheen = 0.0;
		this._transmission = 0;

		this.setValues( parameters );

	}

	/**
	 * The anisotropy strength, from `0.0` to `1.0`.
	 *
	 * @type {number}
	 * @default 0
	 */
	get anisotropy() {

		return this._anisotropy;

	}

	set anisotropy( v