Exclude Area from Directional/Ambient Lighting - three.js

I have a scene that renders several rooms on a ground. A room looks like this:
So you see - it is just an area surrounded by a wall 1 unit in height. I want the user to be able to look inside the room (thats why it has no roof of any kind). But by having no roof the room itself participates in the global lighting I have setup.
Can I somehow add a roof the the room so that it is no longer affected by the global ambient/directional light but, at the same time, have the ability to look inside the room from above?

I suggest you solve this issue by maintaining two scenes. The first scene holds the 3D objects that should be affected by your global lighting. The second scene holds your rooms. By simply adding the ambient and directional light to the first scene, the second one won't be affected.
For clarification, you need two render calls for this setup:
renderer.clear();
renderer.render( scene1, camera );
renderer.render( scene2, camera );
Don't forget to set the renderer's autoClear property to false since you perform the clear operation manually.

Related

Transparent light-blocking Objects

I want to render a room with a floor + roof that is open to one side. The room contains a point light and the "outside" it lit by an ambient light (the sun). There is one additional requirement: The user should be able to look inside the room to see whats going on. But I cannot simply remove the roof because then the room is fully lit by the ambient light.
I think my problem could be solved by having 3d objects that are transparent by still are blocking the light.
To give you an idea about my current scene, this is how it looks like:
The grey thing is the wall of my room. The black thing is the floor of the room. The green thing is the ground of the scene. The room contains a point light.
I am currently using two scenes (see Exclude Area from Directional/Ambient Lighting) because I wanted the inside of the room to be unaffected by the ambient light. But now my lights can only affect either the inside of my room (the point light) OR the outside (the ambient light) but not both.
A runnable sample of my scene can be found here:
https://codesandbox.io/s/confident-worker-64kg7m?file=/src/index.js
Again: I think that my problem could be solved by having transparent objects that still block the light. If I had that I would simply have a 3d plane on top of my room (as the roof) and make it transparent... It would block the light that is inside of the (but still let it go outside if the room is open) and it would also block the ambient light (partially - if the room is open)...
Maybe there is also another solution that I am not seeing.
Just use one scene instead of two, then enable shadows across the relevant meshes so a light doesn't cross from inside to outside. Once you're using only one scene, the steps to take in your demo are:
Disable AmbientLight, and use DirectionalLight only, since AmbientLight illuminates everything indiscriminately, and that's not what you want.
Place the directional light above your structure, so it shines from the top-down.
Enable shadow-casting on the walls
Add a ceiling mesh with the material's side set to side: THREE.BackSide. This will only render the back side of the Mesh, which means it won't be visible from above, but it will still cast shadows.
const roomCeilMat = new MeshStandardMaterial({
side: BackSide
});
const roomCeiling = new Mesh(roomFloorGeo, roomCeilMat);
roomCeiling.position.set(0, 0, 1);
roomCeiling.castShadow = true;
scene1.add(roomCeiling);
See here for a working copy of your demo:
https://codesandbox.io/s/stupefied-williams-qd7jmi?file=/src/index.js
I would assign a flat, emissive material to the room. Or a depth gradient if it becomes terrain. Since ambient light doesn't cast shadow. It saves a light and extra geometry or groups. Plus web model viewer(s) would probably render it better. If you're doing a reveal transition, use a clip plane or texture alpha mask.
It depends on the presentation versus the output format. Also it depends on the complexity of the final floorplan. If your process is simple it will run Sims Lite on a Raspberry Voxel.

How can I give objects whole side with light?

I'm looking for an way to give specify light for some objects.
I have added new light to object to remove shadow on it, but then, the other objects also affected by additional light, and I don't want it.
I have let the object's castShadow = false; receiveShadow = false, but it doesn't work.
When the camera is positioned with the light directions, camera will see the 'light' meshes, and at the opposite position, camera will see the dark side.
I want both sides to see 'light' meshes.
(I want to remove the shadow.)
Thanks for your help. :)
I have added new light to object to remove shadow on it, but then, the other objects also affected by additional light, and I don't want it.
What you are looking for is called "selective lighting" which is not yet supported by three.js. Check out the following issue for more information:
https://github.com/mrdoob/three.js/issues/5180
The only workaround right now is to work with multiple scenes and render passes.
When the camera is positioned with the light directions, camera will see the 'light' meshes, and at the opposite position, camera will see the dark side.
When using a single directional, point or spot light, it's normal that this setup produces a lit and unlit side of a sphere mesh. You can only avoid this by adding an additional light on the other side of the mesh, by using unlit materials or again by using different scenes with different lighting setups.
three.js R112

Can't get Three.js camera up direction

I need to get the camera up direction and i've tried many ways with no luck, i'm not an expert of quaternions so i'm doubting i did it right.
I've tried:
camera.up
camera.up.applyMatrix4(camera.matrixWorld);
new THREE.Vertex3(0,1,0).applyMatrix4(camera.matrixWorld);
camera.up.normalize().applyMatrix4(camera.matrixWorld);
after this i create two planes passing by two points of my interest, and add the plane helper to the scene and i can see they are very far from where i was expecting them. (i'm expecting two planes that looks like the top and bottom of the camera frustum).
P.s. the camera is a shadow camera of a directional light so an orthographic camera, and i manipulate the directional light position and target before doing this operation, but i've called updateMatrixWorld on the light, on it's target and the camera, on the camera i've called also updateProjectionMatrix... still no results
I've made a sandbox to see what i've tried till now, and better visualize what i want to achieve:
https://codesandbox.io/embed/throbbing-cache-j5yse
once i manage to get the green arrow to point to the top of the blue triangle of the camera helper i'm good to go
In the normal render flow, shadow camera matrices are updated as part of rendering the shadow map (WebGLShadowMap.render).
However, if you want the updated matrix values before the render, then you'll need to update them manually (you already understand this part).
The shadow camera is a property of (not a child of) the DirectionalLight. As such, it doesn't follow the same rules as other scene objects when it comes to updating its matrices (because it's not really a child of the scene). Instead, you need to call the shadow property's updateMatrices method (inherited from LightShadow.updateMatrices).
const dl = new THREE.DirectionalLight(0xffffff, 1)
dl.shadow.updateMatrices(dl) // <<------------------------ Updates the shadow camera
This updates the shadow camera with information from the DirectionalLight's own matrix, and its target's matrix, to properly orient the shadow camera.
Finally, it looks like you're trying to get the "world up" of the camera. Personally, I'd use the convenience function localToWorld:
let up = new THREE.Vector3(0, 1, 0)
dl.shadow.camera.localToWorld(up) // destructively converts "up" from local-to-camera into world coordinates
via trial and errors i've figured out that what gave me the correct result was:
calling
directionalLight.shadow.updateMatrices(...)
and then
new THREE.Vector3(0,1,0).applyQuaternion(directionalLight.shadow.camera.quaternion)

Emit light from a geometry in Three.js

Is it possible to have a custom geometry emit light in Three.js?
There is a similar question from 5 years ago here.
In my particular case, I have created a TorusGeometry. I would like this torus to also give off light. Is that possible?
The only true way to do this is raytracing, in which case your torus becomes an "emitter" of photons and its geometry is used to calculate the initial directions of said photons.
Otherwise, light technically doesn't exist. Only (mathematical) descriptions of lights exist. (Remember, lights aren't visible/aren't rendered unless you're using a LightHelper.) These descriptions are used by material shaders, which use the light descriptions (and other objects in the scene, in the case of shadows) to determine the color the current fragment should contribute to a pixel.
With this in mind, if you could write a shader to handle a torus-shaped light, then all you need to do is provide that light's information to the shader. You can do this by extending a THREE.js light class to make your own TorusLight to add to the scene, then give the objects in your scene your custom shader.
THAT SAID, if you'd be satisfied with simulating the torus light, and want a visible torus, you can always add a PointLight at the position of your torus (or several throughout the body of the torus), and give your torus some kind of glow effect.

object3D morph targets invisible

When i put an object to scene, re-size him by morph targets like in this example:
https://threejsdoc.appspot.com/doc/three.js/examples/webgl_morphtargets.html
when i move camera out of the original size of object, but still looking on re-sized parts, object is disappear.
That means, when i stretch box 100 times, i still need to look on his original center, when i look only on his re-sized part, it becomes invisible.
Do you have any experience with this behavior?
How can i set the object to be visible of full length?
Meshes are frustum-culled based on their "un-morphed" geometry.
You can prevent a mesh from being frustum-culled by setting:
mesh.frustumCulled = false;
three.js r.68

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