I have an .obj file.
I would like when this file load he show only points, no texture.
How can I do that?
Thank you in advance for your help.
if your loaded mesh is named "mesh" do one of these:
var pg = mesh.geometry.clone();
var pointcloud = new THREE.Points(pg); // now use "pointcloud" instead of "mesh"
or
mesh.material.wireframe = true;
mesh.material.needsUpdate = true; // and then just keep using the mesh
Related
I'm trying to apply a texture to a planeGeometry using the three.js engine.
I should be seeing a football field, I'm actually seeing black.
If I replace the map:texture argument with color:0x80ff80, I get a field of solid green, demonstrating that the geometry is in the correct place.
The page contains an which appears in the files before any scripts. I can display that image, demonstrating that there isn't a problem with the image.
The files are being served locally by an http server.
The code I'm using to build the material and PlaneGeometry is below. Any ideas appreciated. Thank you.
function buildField( fieldLength, fieldWidth, scene) {
var image = document.getElementById("fieldTexture");
var texture = new THREE.Texture(image);
texture.minFilter = THREE.LinearFilter;
var geometry = new THREE.PlaneGeometry(fieldLength, fieldWidth, 5, 5);
var material = new THREE.MeshBasicMaterial( {map:texture, side:THREE.DoubleSide});
var field = new THREE.Mesh(geometry, material);
field.rotation.x = -Math.PI/2;
scene.add(field);
}
THREE.ImageUtils is already deprecated. (source)
Use THREE.TextureLoader().load('field.png') instead
Try this, own THREE.js methods usually work better...:
texture = THREE.ImageUtils.loadTexture('field.png');
material = new THREE.MeshBasicMaterial({map: texture});
var field = new THREE.Mesh(geometry, material);
I have a mesh that I load as a .dae (collada). However, my texture file is separate (as a PNG)
Currently, my loading code is
loader.load("./assets/map_tutorial.dae", function(collada) {
var terrain = collada.scene.children[0];
var texture = new THREE.ImageUtils.loadTexture("./assets/map_tutorial_tex.png");
terrain.rotation.x = Math.PI / 2;
terrain.rotation.y = Math.PI;
scene.add(terrain);
console.log("There are " + collada.scene.children.length + " meshes!");
});
However, I'm uncertain as to how to apply the texture to my mesh (terrain)
Thanks in advance!
You will definitely have to create new material object from your texture. Assuming you want lambert, it would be like this:
var material = new THREE.MeshLambertMaterial( { map:texture } );
I am not familiar with collada loader, but it seems that it already created a mesh for you. In this case I am not sure whether you can change material of this mesh. What should definitely work is to create new mesh from geometry that you loaded from .dae file and material that you created from png image.
var mesh = new THREE.Mesh( terrain.geometry, material );
scene.add( mesh );
I hope this helps, normally I use three.js native JSON model files where this approach is working. Difference is that THREE.JSONLoader gives you two objects for your usage: geometry and materials. Collada loader seems to provide you with already created mesh so try to change it's geometry if possible or "steal" the geometry from this mesh and create a new one like I did in the example.
I have a Maya file exported to OBJ and MTL. I can see the OBJ texture successfully, but how do I actually get the texture in? I looked at the "three.js" format in blender, which appears to be shape only, no texture.
This three.js example appears to load in the obj fine for the shape, but the texture appears to come from a jpg image and not an mtl:
loader.load('textures/ash_uvgrid01.jpg', function(image) {
texture.image = image;
texture.needsUpdate = true;
});
My question is, how do I get this "uvgrid01.jpg" image for my model? Is there some way to convert MTL to this .jpg format for the texture only? Or is there some other way I should be exporting the texture to be able to load it in?
You can use OBJLoader and MTLLoader, as seen in this example (at least three.js r77):
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath('obj/male02/');
mtlLoader.load('male02_dds.mtl', function(materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('obj/male02/');
objLoader.load('male02.obj', function(object) {
object.position.y = -95;
scene.add(object);
}, onProgress, onError);
});
I'm trying the second approach to use Text in three.js, drawing on a canvas and using the result as a texture. It basically works, except for the following problem -don't know if it's a bug:
I create two texts, with transparent background, and overlap then. They show ok, but when I rotate one of them, the transparency is messed up.
I create the text objects with following (excerpt) function
function createText(text, ...){
var textHolder = document.createElement( 'canvas' );
var ctext = textHolder.getContext('2d');
...
var tex = new THREE.Texture(textHolder);
var mat = new THREE.MeshBasicMaterial( { map: tex, overdraw: true});
mat.transparent = true;
mat.map.needsUpdate = true;
var textBoard = new THREE.Mesh(new THREE.PlaneGeometry(textHolder.width, textHolder.height),mat);
textBoard.dynamic = true;
textBoard.doubleSided = true;
return textBoard;
}
and add them to the scene.
See demonstration with full code in jsfiddle
Transparency is tricky in webGL.
The best solution in your case is to do the following for your transparent text material:
mat.depthTest = false;
updated fiddle: http://jsfiddle.net/SXA8n/4/
three.js r.55
I create a scene, add a couple of boxes and I can move the camera with the keyboard just fine.
I want to add a 3D model. In several tutorials, I saw something like:
var jsonLoader = new THREE.JSONLoader();
jsonLoader.load( "test.js", function( geometry ) { createScene( geometry) } );
function createScene( geometry ) {
var mesh = new THREE.Mesh( geometry, new THREE.MeshLambertMaterial({color: 0xbbbbbb}) );
mesh.scale.set(10, 10, 10);
mesh.position.y = -350;
mesh.position.x = -650;
group.add(mesh);
}
But for the other element I wrote something like:
MovingCube = new THREE.Mesh(MovingCubeGeom, new THREE.MeshFaceMaterial());
MovingCube.position.set(0, 25, 0);
scene.add(MovingCube);
How can I add a 3D model from a .js converted .obj at my scene?
The first one loads the model from and external file which contains a JSON representation of the geometry and sends it to the createScene function as an instance of the THREE.Geometry class when the external file has finished loading.
The second one the geometry is already in the variable MovingCubeGeom.
The second example is basically the same as what is in the createScene function of the first example.
You don't need to convert an obj to js, you can just use the THREE.OBJLoader class