Messed up UVs and Lightmap - three.js

I want to bake my model lightmap in blender then load them all in three.js.
So in blender i set two uvs for each objects and baked ambient occlusion in second uv. finally i exported whole scene via three.js exporter into js file.
(exporter has problem that the baked texture goes for diffuse-map not light-map which is correctable by editing exported js file).
But the problem is when i load js with SceneLoader, the textures especially for my floor goes wrong, like upside down.
here is my test files: Test Light Map
So is there something wrong with my blender file or ...? Which loader i should use for it?
Thanks.
I just upload some images to see what i mean:
Messed up textures:
After edit js file, it's get better. but still there is problem at the edges:
And specially at floor, the light-map goes wrong:

Ok, i don't know why, but it seems my uvs was messed up in blender. i did some recaculate normals and flip normals in blender and now textures map fine on objects.
But i still need to edit exported scene to change map:texture.png to lightMap:texture.png.
[EDIT]
Actually this is a bug related to three.js scene exporter: Blender Exporter - Scene Exporting
[Final Answer]
The problem was about my model which had a negative scale in blender. i select my model, hit crtl+a then choose scale. now everything's fine.

Related

three js import .obj - mesh showing incorrectly

I've exported 3d object as a .obj and it's showing up with the right end a bit messed up. I also tried a .fbx with the same results. Attached are some images of what is going on.
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From the beginning I figured this was a mesh issue. Three.js seems to be connecting all vertices of a mesh to each other, or something. Anyway, I decided to try splitting up the face with the knife tool. While I'm sure there is a better way, this works for now:

Sketchup to Blender to Animated GLTF into Cesium nightmare

I would be grateful for some suggestions for best best practice.
I am a proficient user of Sketchup for a dozen years. I can make my way around blender.
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If I export to fbx the blade rotation is correct but materials and textures are missing. Plus I can't migrate it to Gltf as every option I try fails.
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I have played hours of videos, searched and read endless Web pages but after weeks of effort I have failed to get anywhere near my goal - an animated gltf that I can import into Cesium.
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three.js / A-Frame ObjectLoader does not load Texture and positions Meshes wrongly

We have an issue with exporting our 3D Assets and animations correctly so that three.js can correctly display them.
All our 3D artists work with Cinema4D so we need to go through blender to export a three.js compatible JSON. They export the scene as FBX and then import it to blender. This seems to work fine. The model looks good there (with Material View set in Preview Window) and the simpler models we exported even worked with textures and animations.
But we now have a scene where, when we load the resulting JSON, some of the meshes are flipped 180° (but only some - the trees) and one of the models (Santa model) is not textured. They all look fine in blender.
When loading the JSON in https://threejs.org/editor/ you will immediately see the issues:
Is this an export problem? Can we fix it by tweaking the export params? Will we need to adjust the model in blender?
I would advise a couple things here:
File a bug on three.js including the .blend file
Try freezing transforms in Blender or C4D before export
Perhaps try a different three.js-compatible blender exporter, like glTF-Blender-Exporter.

ThreeJs and Blender model without texture

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
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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)

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I'm trying to create, modify and update (directional only for now) lights and shadowmaps dynamically. The light, shadow and shadow camera helper gets updated correctly as I move the light around or change shadow properties, except from the light's point of view, everything behind the origin (0,0,0) is shadowed for no apparent reason.
Screenshots:
http://i.imgur.com/n4AHvle.png
http://i.imgur.com/l0uaZHD.jpg
http://i.imgur.com/brKwCof.jpg
http://i.imgur.com/a6dqMGo.jpg (new, with spotlight)
You can see a scene with car and a piece of ground, they belong to a geometry imported with ColladaLoader. The problem is with shadowmapping, the car throws shadow correctly, but there are stripy shadows on the ground even though there is nothing else than the car obscuring light.
If I add more similar lights, they also have the same 4 stripes. They also appear with spotlight. If I change shadow map resolution, the stripes' size changes relative to each other, but there seems to be always four of them, spaced from center to both directions.
EDIT: JSFiddle here: http://jsfiddle.net/cL3hX/1/ There shouldn't be any shadows in the scene, unless some new geometry is introduced inside the shadow camera frustum.
Couple of notes on the fiddle:
I have r55, but the demo is r54 because jsfiddle apparently does not yet have r55.
I could only reproduce this with a Collada file. So it probably has something to do with the model. I created a simple cube in Sketchup 8, and tried to export it with various collada options.
In the JSFiddle I could only reproduce the bug with a file exported with "doublesided faces" -setting enabled. In my own application code, I do have the same bug on models created with or without that setting enabled, but in the fiddle, the bug seems to be triggered only when "doublesided faces" are exported. Anyway I do need to somehow show backsides of faces, because the tool I'm developing must work with Sketchup exports, and it's very hard to make models in Sketchup without having a mess of frontsides/backsides visible.
The very simple Collada file is included in the JSFiddle as javascript variable. Here's a download link for the same file: https://dl.dropbox.com/u/14489569/shadowmapdemo.dae
The problem is your Collada model.
Your "plane" is actually multiple coplanar faces back-to-back in a single geometry.
It's no wonder there are artifacts.
Replace it with a THREE.CubeGeometry.

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