Three.js quality of rendering - three.js

I am new to three.js and 3D modeling. I managed to load my gltf model and show it in the browser using three.js, see this picture:
When I turn the cube around I notice that the quality of rendering the edges is not very high (in the picture the edge in the back looks 'zigzag'). Can I improve this somehow?

The artefact on edges is called aliasing
set antialias to true in WebGLRenderer
https://threejs.org/docs/#api/en/renderers/WebGLRenderer.antialias
i.e.
renderer = new THREE.WebGLRenderer({ antialias: true });

Probably a bit too advanced at this point, but if you later want to use post-effects, you can't use antialias:true on the renderer to improve edges. But this can be achieved using something called FXAA as a post effect. This can also be used if you disable antialias for performance reason. On older mobiles, or with complex scenes it can sometimes be better to render without antialiasing and use the post effect instead. Not as good, but better than nothing.

Related

Three.js transparency artefact on not transparent object

Transparency artefact problem
Hello,
I have an issue with three.js. I import a "big" glb model on my scene which is not transparent, but if the model is covered by itself on the camera view, the foreground become transparent. (as you can see on the picture, the background montain is on foreground)
I tried some solutions like :
depthTest to false on glb material
sortOrder to false
Use logarithmicDepthBuffer
Change material transparent to false
Change alphaTest from 0 to 1 by 0.1 steps
But nothing works. If someone have the solution :)
Thank you !
Rendering of transparent objects cannot be done quite properly. You first need to render any non-transparent objects, and then render transparent surfaces from back to front, so that any new ones blend on top of what was behind it. There are a number of cases where this cannot be done, especially when rendering transparent objects that may overlap themselves.
Fixing this would involve cutting the problematic objects (even single triangles) into smaller pieces so that the ordering can be preserved, and that is often nearly impossible. Since you are working with Three.js, see if you could alter your design so that this isn't a problem, or that the artifacts of incorrect rendering order aren't too much noticeable.
Thanks to donmccurdy which have find my solution on the three.js forum.
Finally my glb file was Transparent :( So there is two solutions.
Solution 1:
Find how the model is transparent and fix it.
Solution 2:
Changing it back to opaque, and restoring the default depthWrite value.
mesh = content.getObjectByName('mesh_0');
mesh.material.transparent = false;
mesh.material.depthWrite = true;

Transparent textures interfering with each other in three.js

I have created a simple human figure. The eyelashes use a texture with transparency.
However as soon as I turn on transparency for the face texture there is created transparency where it shouldn't be.
You can look through the face texture in the part that lies below the eye lashes.
See the effect by toggling face transparency with this line:
mesh.material.materials[3].transparent = false
mesh.material.materials[3].transparent = true
I wish to have transparency turned on for the face texture, so how can I solve this problem?
Demo:
http://dev.udart.dk/transparencyProblemStackOverflow/
(wait for model to load)
Code:
https://github.com/vibber/transparencyProblemStackOverflow/blob/gh-pages/index.html
Transparent geometry gets manually depth-sorted, for more information see this canonical answer by Toji: Transparent textures behaviour in WebGL.
If you want this scenario to work properly, you'll have to split up your model, and render the eyelashes as a separate (sub)mesh. This way three.js can render the rest of the face using the normal z-buffer approach, then apply the eyelashes separately (from the depth-sorted transaprent objects queue).

How can I solve z-fighting using Three.js

I'm learing three.js and I faced a z-fighting problem.
There are two plane object, one is blue and the other is pink.
And I set the positions using the flowing codes:
plane1.position.set(0,0,0.0001);
plane2.position.set(0,0,0);
Is there any solution in three.js to fix all the z-fighting problem in a big scene?
I ask this problem because I'm working on render a BIM(Building Information Model, which is .ifc format) on the web.
And the model itself have so much faces which are so closed to each other. And it cause so much z-fighting problems as you can see:
Is three.js provide this kind of method to solve this problem so that I can handle this z-fighting problem just using a couple of code?
Three.js has given a general solution like this:
var renderer = new THREE.WebGLRenderer({ logarithmicDepthBuffer: true });
The demo is provided also here:
https://threejs.org/examples/webgl_camera_logarithmicdepthbuffer.html
It changes the precision of depth buffer, Which generally could resolve the z-fighting problem in a distance.
At least for the planes on your screenshot, you can solve that problem without switching to the logarithmicDepthBuffer. Try to set depthWrite on the material to false for the planes. Sometimes you also have to override renderOrder for meshes.
There is an example
.depthWrite Whether rendering this material has any effect on the depth buffer. Default is true.
When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
.renderOrder This value allows the default rendering order of scene graph objects to be overridden although opaque and transparent objects remain sorted independently. When this property is set for an instance of Group, all descendants objects will be sorted and rendered together. Sorting is from lowest to highest renderOrder. Default value is 0.
What is your PerspectiveCamera's zNear and zFar set to. Try a smaller range. Like if you currently have 0.1, 100000 use 1, 1000 or something. See this answer
https://stackoverflow.com/a/21106656/128511
Or consider using a different type of depth buffer
I just stumbled across z-fighting using multiple curved planes with front and backside textures placed along the z-axis of the scene. Even though depthWrite would remove the artifacts, I kinda lost the correct visual placements of my objects in space. Flatshading did the trick for me. With enough segments, the light bouncing is perfectly fine and z-fighting is gone.

Three.js canvas renderer seams between polygons

I'm already feeling comfortable enough with this library, but this one made me tired already:
When I'm trying to simply render a mesh without any textures, exported from blender to .obj (triangulating, smoothing groups enabled), the WebGL renderer does that perfectly, but I also need to make it possible with canvas renderer, and here comes the trouble; polygon edges have seams between them and become partially seen through
Just to make it clear, providing screenshots
WebGL Renderer
https://www.monosnap.com/image/OVaQO8yLDU9Wl6ufhADDVCEWg
Canvas renderer
https://www.monosnap.com/image/1AYeyHjWkGx9fQ6vg6xLr0EcV
mesh is quite complex, ~7k triangles
When using CanvasRenderer, you need to set
material.overdraw = 0.5; // or some number between 0 and 1
This will help to alleviate the problem.
Note: overdraw used to be a boolean; it is now a float.
three.js r.63

Particles vs ParticleSystem in three.js

I'm struggling with a visualization I'm working on that involves a stream of repeated images. I have it working with a single sprite with a ParticleSystem, but I can only apply a single material to the system. Since I want to choose between textures I tried creating a pool of Particle objects so that I could choose the materials individually, but I can't get an individual Particle to show up with the WebGL renderer.
This is my first foray into WebGL/Three.js, so I'm probably doing something bone-headed, but I thought it would be worth asking what the proper way to go about this is. I'm seeing three possibilities:
I'm using Particle wrong (initializing with a mapped material, adding to the scene, setting position) and I need to fix what I'm doing.
I need a ParticleSystem for each sprite I want to display.
What I'm doing doesn't fit into particles at all and I really should be using another object type.
All the examples I see using the canvas renderer use Particle directly, but I can't find an example using the WebGL renderer that doesn't use ParticleSystem. Any hints?
Ok, I am going from what I have read elsewhere on this github issues page. You should start by reading it. It seems that the Particle is simply for the Canvas Renderer, and it will become Sprite in a further edition of Three.JS. ParticleSystem, however is not going to fulfill your needs either it seems. I don't think these classes are going to help you accomplish this in WebGL in 3D. Depending on what you are doing you might be better off with the CanvasRenderer anyway. ParticleSystem will only allow you to apply a single material which will serve as the material for each particle in the system as you suggested.
Short answer:
You can render THREE.Particle using THREE.CanvasRenderer only.

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