How would I specify the level of anisotropic filtering for a texture exported from Blender to ThreeJS?
It's the "Filter Size" setting under "Image Sampling" for anyone else that wants to know.
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I want to implement a Hollywood character ejection effect (https://youtu.be/SiO3vCBNt_A?t=178) on my templates using texture procedures in Blender. Can you please tell me how to export this effect to FBX or GLB?
I have a problem with three.js GLTFExporter.
I added a model with a transparent map to the scene.
model in three.js render
but if i use GLTFExporter to export this model, when i use GLTFLoader to load this model,
It doesn't look like what I showed you before(The transparency of the glass is lost.
The effect after export from GLTFExporter
What is known so far is that I used transparent maps for this model,when I export the model, the transparency effect disappears.
Could you please provide me with some solutions?
Thank you for your help. The reason for this problem is that after loading the .3ds model at the front end, I exported it as .gltf file. When loading the .gltf file again, part of the attribute values were lost, for example, alphaMap became null and .transparent became false, so the transparency effect failed.
So far I've solved this problem by modifying the .gltf attribute values:
Set the last item in the array below the GLTF file to 0.1, which represents the transparency of the object
materials.pbrMetallicRoughness.baseColorFactor = [1,1,1, 0.1]
I tried with gltf. My model changes color with changes in frames. So hope to get a positive response. Thanks in advance [from grey color1 to [Red color][2]
As mentioned at the three.js forum, it's currently not possible to export animation of materials to glTF. Might be possible in the future though.
https://discourse.threejs.org/t/how-to-animate-alpha-in-blender-and-export-gltf-to-three-js/5428/2?u=mugen87
I am working on a game in three.js and have some trouble adding some textures. When I put textures in Sketchup and then export the file as a collada file (.dae) and import it in blender, the textures is missing. Anyone know how tot fix this?
First, you need go to edit mode and select all faces. Then in UV / Image editor, click Browse image (beside + icon) and select the texture of your model.
Done! Now, go back to Object mode and changes the 3d viewport to display textures.
I have a complete blender file which has an animated character with two actions and I want to export it as an fbx so i can view it in unity. I did it and for some reason it is only exporting my actions and not the mesh or camera or anything else only exports the actions. Why is it not exporting my mesh I have everything selected and i have apply modifiers and include animation selected. Thanks for the help
Sounds like you are exporting in Blender with Selected Objects options set. In this case you have to select the mesh itself in object mode to export both. Selecting the armature will export animations only.
If you do have a mesh in Unity3D but can't see it in the scene, you have to fix the scale factor. It's set to 0.01 by default. So change it to 1 to see the mesh in its original size.