three.js 3d modal blurred - three.js

I bought a tshirt 3d model in the format .fbx. I'm using this tutorial to get started with three.js: https://tympanus.net/codrops/2019/09/17/how-to-build-a-color-customizer-app-for-a-3d-model-with-three-js/
I exported the .fbx model in blender to a .glb file. This .glb file is used in my three.js website. On the website parts of the tshirt are blurred, some parts look like they should. Here is a comparison image with the blender model (dark) and the blurred three.js model (light): https://imgur.com/a/0EhczQg
What can I do? Do I have to change something in blender prior to the export or do I have to change the three.js code from the tutorial?

As Mugen87 stated, the solution was to set receiveShadow and castShadow to false.

Related

aoMap/Shadows inversed in ThreeJS

I am currently trying to display a 3D room using Three.JS. I bought the model on SketchFab and I am using its GLTF format.
This model includes "baked-in" shadows using an occlusion map and a specular glossiness map.
I do not plan on having dynamic cast shadows so those baked shadows are just fine.
The model is properly imported using the GLTFLoader but my issue arise when I try to light my scene. I set up a basic HemisphereLight and for some reason all my shadows and lit areas are inversed as you can see in the screenshot below:
Screenshot
All the areas that are supposed to be shadows are lit and all the areas that are supposed to be lit are shadows.
I've been trying to solve this for a while now and have no idea where this behaviour is coming from. I also tried to use online GLTF viewer to see if there was any problem with the model itself but everything looks fine:
Screenshot 2

Fix Three.js model when scale hasn't been applied in Blender

I built a .glb viewer with Three.js. Whenever I want to display a model from Blender where the scale has not been applied before exporting (e.g. scale at 0.5 instead of 1), I get sizing issues in Three.js. It usually manifests in the model appearing smaller than its bounding box.
Is there a way to get consistent scale with Three.js?
Downloadable files:
This is the file that causes the problem:
https://firebasestorage.googleapis.com/v0/b/fotura3d-dev.appspot.com/o/cassette.glb?alt=media&token=27e08f59-68b4-4011-89a4-04bdc56365db
This is the file with transforms applied in Blender which works as expected in Three.js:
https://firebasestorage.googleapis.com/v0/b/fotura3d-dev.appspot.com/o/cassetteApplied.glb?alt=media&token=fc6decb1-aa36-4ab2-8582-9ce21111585b
Instead of scene.add(yourModel) ing your model to the scene.. try scene.attach(yourModel)

three.js / A-Frame ObjectLoader does not load Texture and positions Meshes wrongly

We have an issue with exporting our 3D Assets and animations correctly so that three.js can correctly display them.
All our 3D artists work with Cinema4D so we need to go through blender to export a three.js compatible JSON. They export the scene as FBX and then import it to blender. This seems to work fine. The model looks good there (with Material View set in Preview Window) and the simpler models we exported even worked with textures and animations.
But we now have a scene where, when we load the resulting JSON, some of the meshes are flipped 180° (but only some - the trees) and one of the models (Santa model) is not textured. They all look fine in blender.
When loading the JSON in https://threejs.org/editor/ you will immediately see the issues:
Is this an export problem? Can we fix it by tweaking the export params? Will we need to adjust the model in blender?
I would advise a couple things here:
File a bug on three.js including the .blend file
Try freezing transforms in Blender or C4D before export
Perhaps try a different three.js-compatible blender exporter, like glTF-Blender-Exporter.

How to export an animated texture from Blender to three.js?

I have an animated fire "burning" on a round plane on Blender. It's very similar to the one found in this tutorial link. I want the render the model on three.js.
I tried the Blend4Web HTML format and only the texture of the fire didn't appear.
I also, exported it to .json and collada with the three.js exporter. No results.
Do I use UV mapping?

ThreeJs and Blender model without texture

I'm new to both Blender and ThreeJs and searched a lot before asking. I created a model with Blender and esported it as .dae so I can load it in the html canvas. The problem is that only the model is loaded and not the textures. I'm doing something wrong or it's the loader that somehow causes the problem?
Here is the sample:
http://provasitimek.herobo.com/firstImport2.html
and the code:
https://github.com/MarcinKwiatkowski1988/learningThreeJs/tree/master/ThreeJs_and_blender
PS. the blender version is 2.70 (so maybe the problem lays here?)
PS2: So, after many attempts, these are my conclusions:
to get the color of the object, you have to choose the Blender renderer and not Cycles renderer
the export to the file .dae is not realy significant, should working with all options (or at least I didn't find any differences between files exported with different options)
if you use Blender renderer and any basic materials (Basic, Lambert, Phong) you get only the color on the object rendered in threeJs: so, for example, if you apply a trasparency to you object on blender, you will not see it on the rendered object on threeJs
with my current level (i just started to learn threeJs and blender 2 weeks ago) this is as far as I can help. Hope someone with higher skills like #mrdoob would figure out what the problem is
THREE.js does not pair models and textures until you actually make a mesh. Export The model and texture separately, load them separately and call
new THREE.Mesh(blenderGeometry,blenderTexure)

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