When id use FBXLoader to load fbx model, a seam appeared on the map of the model.
Here the image of fbx model on uv seam:
Here the texture of the model:
How to fix this problems?
Thanks.
Try setting that texture's minFilter to THREE.LinearFilter. This should improve it if not eliminating the seam altogether.
The other solution is of course to add padding to your texture.
Related
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 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.
We are having difficulties loading model in three.js
we are using OBJLoader2 because it smooths mesh properly, but somehow textures are looking way more rough then they should be.
some normal map issues:
three.js
and this is the render how it should look like (with different texture)
rendered
When u load the model and using MTL its bumpMap by default. But it should be normalMap. So if you load normalMaps manually and apply it it starts to work.
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)
In Three.js r47, I used CanvasRenderer to draw some objects with image texture. Then I upgrade Three.js to r49 and all these objects dont show up anymore. The change log of r49 reads that "Removed Lamber Texture support in CanvasRenderer". So I think this is the reason.
My question is does Three.js support an alternative to draw texture objects by CanvasRenderer?
Thanks.
Try using MeshBasicMaterial instead?