Shadows in three.js : r71 vs r76 - three.js

I'm building a 3D environment using three.js , r76.
I can't seem to get the shadows right.
In r71, I was pretty happy with the result, but it doesn't work the same in r76.
A fiddle to illustrate my problem:
r71: https://jsfiddle.net/sq2w15xy/
r76: https://jsfiddle.net/9uuq6s56/
As you can see, the shadow is black and pixelated in the newest revision.
What changed since then? What can I do the get the same smooth shadow as in r71?

I suppose the light's shadow.mapSize must be set first as it's otherwise set to ( 512, 512) by default.
spotlight.shadow.mapSize.width = 2048;
spotlight.shadow.mapSize.height = 2048;

Related

Setting a texture in ThreeJS does nothing

I'm trying to set a texture to an already existing mesh like this:
const texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
(The source a HTML5 canvas and that part works ok.)
...
mesh.material[0].map = texture;
I can change the material color without any problems, but setting the texture doesn't change anything. I guess this is not how changing the texture should be done..? I'm using MeshPhongMaterial.
So, long story short: I want to be able dynamically change a texture of an mesh.
Edit:
I'm trying to set the texture to one of the materials of a Collada model that is loaded. By using dev tools I can see that the texture is there in the object, but it is just not visible. I can change the color of the same material without any problems. Sometimes I can see the texture appearing with wrong colors after a very long idle time (which is weird).

lensflare disppearing and rendering too slow

I'm trying to get lensflare to work in ThreeJS.
It seem to function okay when there is distance to camera but if I camera is moved to about 50 units or less distance to lensflare the flare disappears! Why?
Update:
After further investigation I noticed that lensflare works fine in webgl_lensflares.html example. The problem is when I try to add it to ThreeJS Editor. Adding it to Editor causes 3 problems:
Rendering becomes painfully slow.
When I rotate the scene the lensflare rotates fine, but when I move the scene the lensflare moved the opposite direction.
If I put the lensflare at (0,0,0) it disappears when I get too close to it, but if I put it in locations away from origin such as (0,10,0) it doesn't have that problem.
Here is the code that I added to Editor in Viewport.js:
var textureLoader = new THREE.TextureLoader();
var textureFlare0 = textureLoader.load("textures/lensflare/lensflare0.png");
var flareColor = new THREE.Color(0xffffff);
flareColor.setHSL(0.55, 0.9, 0.5 + 0.5);
var lensFlare = new THREE.LensFlare(textureFlare0, 100, 1.0, THREE.AdditiveBlending, flareColor);
lensFlare.position.set(0, 0, -10);
scene.add(lensFlare);
I figured out the answer to all my 3 problems:
Netbean debugger was slowing down the rendering. Once I turned off Netbean debugger it became much faster. I still notice flare rendering slows down rendering a little but it's at least usable now.
The reason lensfare would move the opposition direction was because I passed 1.0 as its 3rd parameter. Should've been 0.0
The reason why at (0,0,0) I don't see the flare is because there is another shape located on that position. Apparently flare is not visible if it is position insider another shape. I had wrongly assumed that flare is rendered last and hence always visible.

How to update shadowMap size of light in THREE.js

I want to be able to update the size of the shadow map on a directional light in three.js.
When simply updating the the "shadowMapWidth" and "shadowMapHeight", nothing happens. When I update the "shadowMapSize" manually, the shadow sort of changes resolution but is not rendered properly since the shadowmap rendertarget is not set to the correct resolution. And finally, when I update the shadowmap rendertarget width and height, the shadow disappears completely (and or gets positioned incorrectly).
If anyone has any experience changing the shadowmap resolution of a shadow light in three.js I would love some help on getting this to work.
You have to dispose of the shadow map for it to update. Try this:
light.shadowMapWidth = 4096;
light.shadowMapHeight = 4096;
light.shadowMap.dispose();
light.shadowMap = null;

Three.js FXAA background transparency

Created a simple scene with a cube in it. Able to see the color of the containing element, (body), in the background.
Added an FXAA shader and the antialiasing works well. However the background is now black, so can no longer see the color of the background container.
Added the following code:
var target = new THREE.WebGLRenderTarget(512, 512);
var composer = new THREE.EffectComposer( renderer, target );
in order to set the effect composer render target format to THREE.RGBAFormat, rather than the default THREE.RGBFormat.
This makes the background work properly, but then there are black and white edges around the cube and the antialiasing does not look very good.
Repeated the above but used the Sepia shader instead of the FXAA shader. This works correctly. The cube looks sepia and the background containing element color is correct.
Are there any workarounds to allow antialiasing and transparent background?
Thanks for any help
I read your issue and there seems to be a good source that can solve or at least lead you down the right path. Go check out: https://github.com/mrdoob/three.js/issues/2125
Hope this helps.
Check my answer in https://stackoverflow.com/a/21056080/2482976
The FXAA needed to be updated to handle the transparent background

Three.js shading of complex model looks strange

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.

Resources