I was playing with webGL and ThreeJS, then I've got the following issue:
Textures with large images gets pixelated when seen from distance.
Check the example: http://jsfiddle.net/4qTR3/1/
Below is the code:
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 10, 7000);
var light = new THREE.PointLight(0xffffff);
light.position.set(0, 150, 100);
scene.add(light);
var light2 = new THREE.AmbientLight(0x444444);
scene.add(light2);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var geometry = new THREE.PlaneGeometry(500, 500, 10, 10);
//I use different textures in my project
var texture = new THREE.ImageUtils.loadTexture(TEST_IMAGE);
var textureBack = new THREE.ImageUtils.loadTexture(TEST_IMAGE);
textureBack.anisotropy = renderer.getMaxAnisotropy();
texture.anisotropy = renderer.getMaxAnisotropy();
//Filters
texture.magFilter = THREE.NearestFilter;
texture.minFilter = THREE.LinearMipMapLinearFilter;
textureBack.magFilter = THREE.NearestFilter;
textureBack.minFilter = THREE.LinearMipMapLinearFilter;
var materials = [
new THREE.MeshLambertMaterial({
transparent: true,
map: texture,
side: THREE.FrontSide
}),
new THREE.MeshLambertMaterial({
transparent: true,
map: textureBack,
side: THREE.BackSide
})];
for (var i = 0, len = geometry.faces.length; i < len; i++) {
var face = geometry.faces[i].clone();
face.materialIndex = 1;
geometry.faces.push(face);
geometry.faceVertexUvs[0].push(geometry.faceVertexUvs[0][i].slice(0));
}
planeObject = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
planeObject.overdraw = true;
planeObject.position.z = -5000;
scene.add(planeObject);
camera.position.z = 1000;
(function render() {
requestAnimationFrame(render);
planeObject.rotation.y += 0.02;
renderer.render(scene, camera);
})();
If the image of the texture has got text in it, the text becomes very pixelated with poor quality.
How can I fix this?
In order to not get pixelated you need to use mips but WebGL can't generate mips for non-power-of-2 textures. Your texture is 800x533, neither of those is a power of 2.
a couple of options
1) Scale the picture offline to powers of 2 like 512x512 or 1024x512
2) Scale the picture at runtime before making a texture.
Load the image yourself, once loaded make a canvas that is power-of-2. call drawImage(img, 0, 0, canvas.width, canvas.height) to scale the image into the canvas. Then load the canvas into a texture.
You also probably want to change your mag filtering from NearestFilter to LinearFilter.
Note: (1) is the better option. (2) takes time on the user's machine, uses more memory, and you have no guarantee what the quality of the scaling will be.
Example here.
Related
I'm currently working on a soft / blurred shadow effect that is casted on a plane directly under my object (just for giving it some more depth). The light source (DirectionalLight) shares the center coordinates of the object but with an offset in Y, so that it's straight above. It is pointing down to the center of the object.
I experimented a little bit with the shadow parameters of the light and found out that lowering the shadow map size gives me quite a nice soft shadow effect which would be sufficient for me. For example:
light.shadow.mapSize.width = 32;
light.shadow.mapSize.height = 32;
However, i noticed that there is an offset to the shadow which lets the observer assume that the light source is not coming directly from above:
I created this fiddle from which i created the image. As shadow type i use the PCFSoftShadowMap.
With this setup I would assume that the shadow effect is equally casted on all four sides of the cube, but it's obviously not. I also noticed that this 'offset' gets smaller when increasing the shadow map size and is barely noticable when using for example sizes like 512 or 1024.
This method would be an easy and performant solution for the desired effect, so I really appreciate any help on this
EDIT:
As stated out in the comments, tweaking the radius of the LightShadow isn't a satisfiying solution because the shadow gradient has hard edges instead of soft ones.
I think what is happening is that your shadowmap is low enough resolution, that you're seeing rounding error. If you switch back to THREE.BasicShadowMap, I think you will see that the physical lightmap pixels being hit happen to lie on the side of the object that you're seeing the larger edge, and as you move the object, the shadow will move in steps the size of the pixels on the map.
Generally in practice, you want to use a higher res lightmap, and keep its coverage area as tight around the focal point of your scene as possible to give you the most resolution from the lightmap. Then you can tweak the .radius of of the LightShadow to get the right softness.
One solution i came up with is using four light sources, all with a very slight positional offset, so that the 'shadow-offset' would come from four different directions (http://jsfiddle.net/683049eb/):
// a basic three.js scene
var container, renderer, scene, camera, controls, light, light2, light3, light4, cubeCenter, cube;
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xccccff);
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
container = document.createElement('div');
document.body.appendChild(container);
container.appendChild(renderer.domElement);
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 200, 800);
camera.lookAt(scene.position);
// (camera) controls
// mouse controls: left button to rotate,
// mouse wheel to zoom, right button to pan
controls = new THREE.OrbitControls(camera, renderer.domElement);
var size = 100;
// ambient light
var ambient = new THREE.AmbientLight(0xffffff, 0.333);
scene.add(ambient);
// mesh
var cubeGeometry = new THREE.BoxGeometry(size, size, size);
var cubeMaterial = new THREE.MeshLambertMaterial({
color: 0xff0000
});
cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.y = size / 2.0;
cube.castShadow = true;
cube.receiveShadow = false;
scene.add(cube);
// Get bounding box center
var boundingBox = new THREE.Box3().setFromObject(cube);
cubeCenter = new THREE.Vector3();
boundingBox.getCenter(cubeCenter);
var position1 = new THREE.Vector3(0, size * 2, 0.0000001);
createDirectionalLight(scene, 0.15, position1, size, cubeCenter);
var position2 = new THREE.Vector3(0, size * 2, -0.0000001);
createDirectionalLight(scene, 0.15, position2, size, cubeCenter);
var position3 = new THREE.Vector3(0.0000001, size * 2, 0);
createDirectionalLight(scene, 0.15, position3, size, cubeCenter);
var position4 = new THREE.Vector3(-0.0000001, size * 2, 0);
createDirectionalLight(scene, 0.15, position4, size, cubeCenter);
// shadow plane
var planeGeometry = new THREE.PlaneGeometry(500, 500, 100, 100);
var planeMaterial = new THREE.MeshLambertMaterial({
// opacity: 0.6,
color: 0x65bf32,
side: THREE.FrontSide
});
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.receiveShadow = true;
plane.rotation.x = -Math.PI / 2;
scene.add(plane);
// events
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize(event) {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function animate() {
controls.update();
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
function createDirectionalLight(scene, intensity, position, cameraSize, targetPosition) {
var light = new THREE.DirectionalLight(0xffffff, intensity);
light.position.set(position.x, position.y, position.z);
light.target.position.set(targetPosition.x, targetPosition.y, targetPosition.z);
light.target.updateMatrixWorld(true);
light.castShadow = true;
scene.add(light);
light.shadow.mapSize.width = 32;
light.shadow.mapSize.height = 32;
light.shadow.camera.left = -cameraSize;
light.shadow.camera.right = cameraSize;
light.shadow.camera.bottom = -cameraSize;
light.shadow.camera.top = cameraSize;
light.shadow.camera.near = 1.0;
light.shadow.camera.far = cameraSize * 3;
light.shadow.bias = 0.0001;
scene.add(new THREE.CameraHelper(light.shadow.camera));
}
<script src="http://threejs.org/build/three.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
Currently I'm making myself familiar with three.js and created a simple panorama viewer:
http://webentwicklung.ulrichbangert.de/threejs-image-on-sphere-inside.html
Unfortunately the vertical edges of the pillars are rippled.
When using the panorama viewer of Panorama Studio everything is fine:
http://ulrichbangert.de/heimat/Halberstadt/2018-06-10_Halberstadt_Dom_Panorama.html
var width = window.innerWidth,
height = window.innerHeight;
var scene = new THREE.Scene();
scene.add(new THREE.AmbientLight(0x333333));
var light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(5, 3, 5);
scene.add(light);
var camera = new THREE.PerspectiveCamera(45, width / height, 0.01, 1000);
camera.position.z = 1;
camera.fov = Math.max(100, Math.min(200, camera.fov));
camera.updateProjectionMatrix();
var renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
document.body.appendChild(renderer.domElement);
var loader = new THREE.TextureLoader();
loader.load('images/panorama.jpg', function (texture) {
texture.anisotropy = renderer.getMaxAnisotropy();
var material = new THREE.MeshBasicMaterial({
map: texture
});
var sphere = new THREE.Mesh(
new THREE.SphereGeometry(20, 32, 32),
material
);
sphere.scale.x = -1;
sphere.rotation.x = -0.5;
scene.add(sphere);
var animate = function () {
requestAnimationFrame(animate);
sphere.rotation.y += 0.002;
renderer.render(scene, camera);
};
animate();
});
What's going wrong here?
Try adding more subdivisions to your SphereGeometry. Right now you have 32 lat & long subdivisions, which creates some unsightly straight-line deformations to your texture. If you do something like new THREE.SphereGeometry(20, 100, 100), you'll get better fidelity when texture mapping.
I'm trying to have text sprites in the 3d scene with constant size (regardless of camera distance) using a PerspectiveCamera. In order to get non-sprites to have constant size, I make them children of a special "scaled" object which adjusts its scale as the camera distance to origin changes (see the code below). This works well to keep a general object roughly the same visual size, but when I add a sprite to the scaled object, the sprite seems to ignore its parent's scale (so it gets smaller and bigger as you zoom out and in).
Interestingly, when we switch to an orthographic camera (uncomment the appropriate line below), this special scaled object doesn't seem to affect children anymore (i.e., children don't stay a constant size). However, since we have an orthographic camera, sprites no longer scale as the camera distance changes (so they maintain a constant size), but this is independent of the scaled object.
I notice a few other similar questions and answers, including adjust the scale of the sprites themselves (it seems much easier to add all my sprites to a single scaling object), use an orthographic camera overlay to draw sprites (see also this) (but I want my sprites to be inside the 3d perspective scene).
So, my questions are: why do sprites not use scale according to their parent's scale when using a PerspectiveCamera? Also, why does my scaled object not work with the orthographic camera? Are these bugs or features of the cameras?
Thanks!
http://jsfiddle.net/LLbcs/8/
var camera, scene, renderer, geometry, material, mesh, text, controls;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 10000); var scenescale=1;
//camera = new THREE.OrthographicCamera( -7,7,7,-7, 1, 20 );
camera.position.z = 10;
scene.add(camera);
scaled=new THREE.Object3D();
scene.add(scaled);
var textmaterial = new THREE.SpriteMaterial( {color: 'red', useScreenCoordinates: true, map: texttexture("hi")});
text = new THREE.Sprite( textmaterial );
text.position.set( 1, 1, 0);
scaled.add(text);
var geometry = new THREE.BoxGeometry( 1, 1,1 );
var material = new THREE.MeshLambertMaterial( { color: 0xffffff } );
mesh = new THREE.Mesh( geometry, material );
mesh.position.set(0,3,0);
scaled.add(mesh);
var light = new THREE.PointLight('green');
light.position.set(10,15,10);
camera.add(light);
light = new THREE.PointLight(0x333333);
light.position.set(-10,-15,-8);
camera.add(light);
renderer = new THREE.WebGLRenderer();
controls = new THREE.OrbitControls( camera, renderer.domElement );
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
var scale = camera.position.length()/10;
scaled.scale.set(scale,scale,scale);
render();
}
function render() {
renderer.render(scene, camera);
}
function texttexture(string) {
var fontFace = "Arial"
var size = "50";
var color = "white"
var squareTexture = true;
var canvas = document.createElement("canvas");
var context = canvas.getContext("2d");
canvas.height = size;
var font = "Normal " + size + "px " + fontFace;
context.font = font;
var metrics = context.measureText(string);
var textWidth = metrics.width;
canvas.width = textWidth;
if (squareTexture) {
canvas.height = canvas.width;
}
var aspect = canvas.width / canvas.height;
context.textAlign = "center";
context.textBaseline = "middle";
context.fillStyle = color;
// Must set the font again for the fillText call
context.font = font;
context.fillText(string, canvas.width / 2, canvas.height / 2);
var t = new THREE.Texture(canvas);
t.needsUpdate = true;
return t;
}
If you want text to appear over a 3D scene and you don't care if it is static, why not try layering a div over the scene instead?
This will allow you to save graphics bandwidth and memory, improving performance of your scene and give you much better flexibility over what you display. It's also much easier to do and to maintain.
UPDATE:
I made jsfiddle example - jsfiddle.net/NEXny/1/
[ignore this - just including a code block so stackoverflow will
let me post the above JSFiddle link. Yeah, seriously.]
I'm having trouble with applying texture to RingGeometry and CylinderGeometry, hope this image will explain my issue.
It is possible to apply texture by one of this ways ?
Currently i'm getting very unexpected results...
You have to modify the geometry vertex UVs to your liking.
Instead, why not just use CircleGeometry for your cylinder end-caps. That is, construct the end-caps yourself?
// cylinder
geometry = new THREE.CylinderGeometry( 192, 192, 40, 64, 1, true ); // open-ended
geometry1 = new THREE.CircleGeometry(192, 64);
// end-cap material
material1 = new THREE.MeshBasicMaterial({
map: textures.circle,
overdraw: 0.5 // for canvas renderer only
});
// cylinder material
material = new THREE.MeshBasicMaterial({
map: textures.line,
overdraw: 0.5 // for canvas renderer only
});
object = new THREE.Object3D();
scene.add(object);
// end-caps
var mesh1 = new THREE.Mesh(geometry1, material1);
mesh1.rotation.x = - Math.PI / 2;
mesh1.position.y = 20
object.add(mesh1);
var mesh2 = new THREE.Mesh(geometry1, material1);
mesh2.rotation.x = Math.PI / 2;
mesh2.position.y = -20
object.add(mesh2);
// cylinder
var mesh = new THREE.Mesh(geometry, material);
object.add(mesh);
fiddle: http://jsfiddle.net/NEXny/2/
three.js r.61
For my project I need collision tests in Three.js. In my CollisionDetection class I'm trying to get a Raycaster to work. And I found some weirdness that I can't explain and can't find a way around:
My CollisionDetector works fine for Cubes.. but when I use Spheres instead, it doesn't give me the same results – Am I wrong to expect the same results as for the cubes? Or do I miss something else?
Here is my Code:
var renderer, camera, scene;
init();
animate();
function init() {
var container = document.getElementById("scene");
var width = window.innerWidth;
var height = window.innerHeight;
renderer = new THREE.WebGLRenderer();
renderer.setSize(width, height);
camera = new THREE.OrthographicCamera( 0, width, 0, height, 1, 10000 );
camera.position.z = 300;
scene = new THREE.Scene();
scene.add(camera);
container.appendChild(renderer.domElement);
var geometry = new THREE.SphereGeometry(10,16, 16);
//var geometry = new THREE.CubeGeometry( 10, 10, 10 );
var material1 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var material2 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var material3 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var material4 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var material5 = new THREE.MeshBasicMaterial( { color: 0xFF3333} );
var element1 = new THREE.Mesh( geometry, material1 );
var element2 = new THREE.Mesh( geometry, material2 );
var element3 = new THREE.Mesh( geometry, material3 );
var element4 = new THREE.Mesh( geometry, material4 );
var element5 = new THREE.Mesh( geometry, material5 );
element1.position.set(200,200,0);
element2.position.set(200,100,0);
element3.position.set(200,300,0);
element4.position.set(100,200,0);
element5.position.set(300,200,0);
scene.add(element1);
scene.add(element2);
scene.add(element3);
scene.add(element4);
scene.add(element5);
var CollisionDetector = new CollisionDetection();
CollisionDetector.addRay(new THREE.Vector3(0, -1, 0));
CollisionDetector.addRay(new THREE.Vector3(0, 1, 0));
CollisionDetector.addRay(new THREE.Vector3(1, 0, 0));
CollisionDetector.addRay(new THREE.Vector3(-1, 0, 0));
CollisionDetector.addElement(element1);
CollisionDetector.addElement(element2);
CollisionDetector.addElement(element3);
CollisionDetector.addElement(element4);
CollisionDetector.addElement(element5);
document.onclick = function(){
CollisionDetector.testElement(element1);
};
}
function CollisionDetection(){
var caster = new THREE.Raycaster();
var rays = [];
var elements = [];
this.testElement = function(element){
for(var i=0; i<rays.length; i++) {
caster.set(element.position, rays[i]);
var hits = caster.intersectObjects(elements, true);
for(var k=0; k<hits.length; k++) {
console.log("hit", hits[k]);
hits[k].object.material.color.setHex(0x0000ff);
}
}
}
this.addRay = function(ray) {
rays.push(ray.normalize());
}
this.addElement = function(element){
elements.push(element);
}
}
function animate() {
requestAnimationFrame( animate );
renderer.render( scene, camera );
}
Or best, see for yourself how it behaves: http://jsfiddle.net/mymL5/12/
On Click every element hit by a ray should turn blue and all hits are registered in the console.
Note the (imho) weird console output for spheres.
Also, why is the lower sphere not hit while the upper is?
You can switch between Cubes and Spheres by Commenting/Uncommenting lines 19/20
Can anyone help me? What am I not getting?
PS: I'm new to Three.js, so I'm probably being dumb.
Since this is homework-related, I am only going to provide some tips.
Your scene is rendering upside down because your args to orthographic camera are incorrect.
Your sphere is bigger than your cube.
Your rays are hitting the north and south poles of your spheres exactly. What is different about those points?
The material.side property tells Raycaster which side(s) of a face to consider the "front".
Your fidde example is running an old version (r.54) of three.js.
three.js r.58
Increased spheres size.
Rotated spheres by some non-trivial angle (so they don't get hit right in the N/S pole).
Now it works? :P
var geometry = new THREE.SphereGeometry(20,17, 17);
element1.position.set(0,0,0);
element2.position.set(0,100,0);
element3.position.set(100,0,0);
element4.position.set(0,-100,0);
element5.position.set(-100,0,0);
element1.rotation.set(0,0,10);
element2.rotation.set(0,0,10);
element3.rotation.set(0,0,10);
element4.rotation.set(0,0,10);
element5.rotation.set(0,0,10);
Still, ray test should be aware of the hitting exact vertex or edge of the triangle, so that might be considered as a place-to-improve for Three.js.
I filed an issue about this in the Three.js repository:
https://github.com/mrdoob/three.js/issues/3541