I have applied a texture to material object, like so:
material.alphaMap = new THREE.TextureLoader().load(o.texture);
and I just want to scale it with a number (2, 3, 4, and so on..).
How can I do it?
I tried to edit properties of this object, used methods, searched on Google...but nothing works for now.
material.alphaMap.repeat.set(2,2)
But their repeat is shared, which will affect your map and other textures.
Related
I essentially have a bunch of geometries that I need to display unique and updating text.
The approach I've been using to display the text is using a canvas material which(along with the mesh position) is constantly updated in a useFrame.
However, the only way I've been able to get the texture to work is as follows, and all geometries are obviously sharing it.
<instancedMesh ref={meshRef} args={[null, null, intervalData.length]}>
<circleBufferGeometry args={[sizes.radius ?? 0.6, sizes.segments ?? 48]}>
<instancedBufferAttribute attachObject={['attributes', 'color']} args={[colorArray, 3]} />
</circleBufferGeometry>
<meshStandardMaterial vertexColors={THREE.VertexColors} map={texture}/>
</instancedMesh>
What would be the way to set the textures per instance? Is there somewhere I can store an array of textures and assign them to the mesh?
Probably pretty late for you, but maybe if someone else is stuck with same question. I have solved this like this https://codesandbox.io/s/instancedmesh-with-different-textures-forked-iy5xh?file=/src/App.js
Though I am passing each texture separately, it has down side that you can only pass 16 textures to single shader, so maybe you'll have to use texture atlas (basically single texture composed of multiple texture and you also pass couple of more attributes to crop the particular texture part from whole texture)
Probably any performance boost from InstancedMesh would be surpassed by using a Sprite, not to mention more useful.
I’m having a hard time getting an aoMap working in three.js…
I have a glb asset with an aoMap on the red channel or something. When I bring it into to the babylon viewer, I can see the ao just fine, but it wont show up in the three.js viewer or my project. I think this has something to do with a second set of uvs, but I can't find a resource that involves doing that on top of using the gltf loader… I really don't know what to do here. Any response would be greatly appreciated!
Here is my code (I’m using a html-canvas as the texture)
And I get the model’s geometry and diffuse texture (all white) as desired, but the aomap isnt showing…
code
babylon viewer
three.js viewer
working application with shadows included in diffuse
not working, diffuse is just white, and aoMap is not showing
You're right about needing a second set of UVs. The reason behind this is that diffuse textures often repeat (think of a brick wall, or checkered t-shirt). AO shading, however, is more likely to be unique on each part of the geometry, so it's almost never repetitive. Since this often would need an alternative UV mapping method, the default is to use a second set of UVs.
You could do 2 things:
Re-export your GLTF asset with a duplicate set of UVs.
Duplicate existing UVs in Three.js by creating a new BufferAttribute in your geometry:
// Get existing `uv` data array
const uv1Array = mesh.geometry.getAttribute("uv").array;
// Use this array to create new attribute named `uv2`
mesh.geometry.setAttribute( 'uv2', new THREE.BufferAttribute( uv1Array, 2 ) );
.getAttribute and .setAttribute are methods of BufferGeometry, if you want to read more about them.
I am developing an augmented reality project using Three.js and aruco-js. I made my code so that all my 3D Objects are added to the scene (empty) at the beginning but the data gets initially loaded on marker detection.
Now I want to create an interface for changing the objects appearance, starting with the possibility of scaling an object.
So I created an updateObject() function to set the new values like this:
function updateObject(object, rotation, translation)
{
...
...
...
// first method
object.scale.x = 200;
object.scale.y = 200;
object.scale.z = 200;
// second attempt
object.scale.set(300, 300, 300);
};
I tried both of the methods shown above to set the scale of my object but it has no effect to the rendered images I get. The interesting thing is that the values of the objects in my scene3d DOM object are the values I set in my function. But why doesn't it have any impact on the output?
I'm not very familiar with 3d programming in WebGL or Three.js, so if you could give me any hint where the problem might has it's origin I would really appreciate an answer.
FIX:
I took a closer look to the 3D objects I was loading and discovered that they have a children called "mesh" inside another children. By trying to change the scale of only the mesh I found out that it works this way. But I think it looks very ugly:
scene3d.children[visibleModels[0][0]+3].children[0].children[0].scale.set(2, 2, 2);
//visibleModels is a list of the markers/models that should be loaded
This is only a test for one single object to change but at least I found a way to solve this. Is this an ordinary way to change the scale of objects? If you have a better solution or anything to add feel free to contribute.
You could also try to scale the object by changing its matrix using the THREE.Matrix4.makeScale method instead:
object.matrix.makeScale( xScale, yScale, zScale );
Or the even simpler THREE.Matrix4.scale method:
object.matrix.scale( scale );
I'm currently working on something along the lines of a plugin for another program to add 3D capability to it, so I'm trying to put all the functionality i can from three.js into it, with the added goal of this being a good way to learn all the functionality of three.js firsthand.
I'm running into an issue now as i implement textures and materials that with mesh basic material, setting some things which the documentation on the main threejs.org site shows are features, doesn't actually do anything.
when i set a texture for either specularmap or lightmap nothing is actually showing up. Im pretty sure its not a mistake im making because setting the texture of the map works, but trying to set this same texture for the specularMap or lightMap is doing nothing. Does a regular texture work for these, or do i have to do something different?
I'd also like to know what the shading property does for mesh basic, because as far as i can see setting it to smoothshading/flatshading/noshading is doing nothing aswell.
MeshBasicMaterial does not respond to lights. Change your material to MeshLamberMaterial or MeshPhongMaterial, for example.
For MeshBasicMaterial and MeshLambertMaterial, the specularMap is used only to modulate the reflection when an environment map is used.
For any material, lightmaps require a second set of UVs. geometry.faceVertexUvs[ 0 ] contains the usual set of UVs; for a lightmap, you need to add geometry.faceVertexUvs[ 1 ], a second set of UVs.
For MeshBasicMaterial, the shading property only applies when an environment map is used. SmoothShading will yield smooth reflections; FlatShading will yield faceted reflections.
three.js r.66
We have a model created in Blender by subtracting an extruded SVG from a “flat” base using a boolean difference operator. Or in other words, we carved a picture into it. The model renders just fine in Blender, but loading it into our simple, three.js-based web viewer (using the json exporter for Blender), we get some really odd shadows on the surface, and depending on the scale, shiny vertexes.
Here's my light and camera:
camera = window.camera = new THREE.PerspectiveCamera(45, $('main').width() / $('main').height(), 10, 10000);
loader = new THREE.JSONLoader(true);
var light = new THREE.DirectionalLight(0xffffff, 1.0);
light.position.set(-30, 30, 100);
light.target.position.set(0, 0, 0);
light.shadowCameraNear = 200;
Can anyone spot whether we did something wrong? And is that a Three-specific issue, or WebGL, or Blender, or our model?
Output (screenshot)
Fiddle
Looking at your fiddle, it seems that your vertexNormals are totally smoothed and thus shading is incorrect.
See here:
https://github.com/mrdoob/three.js/issues/1258
Does this help?
I'm not sure if this technically counts as a solution, but — worked around the problem by dropping the JSON blender export, and using P3D instead to load .stl directly.