I'm creating a disc golf game for the browser. A friend of mine is assisting me by creating objects in Trimble Sketchup, so that I can import them into the game. He has exported a .dae file and the textures, and I have imported them using the ColladaLoader.js. The textures and object load, and the object is rendered, but the object is black, and, sometimes, the javascript console says some textures cannot be rendered.
Here is some code :
var loader = new THREE.ColladaLoader();
var dae;
loader.options.convertUpAxis = true;
loader.load( '/discgolf/static/models/BelmontDreamCourse.dae', function ( collada ) {
dae = collada.scene;
dae.scale.x = dae.scale.y = dae.scale.z = 2.0;
dae.position.set( 5, 5, 5 );
scene.add( dae );
} );
What else do I need to do? I will be happy to provide more information.
Without more information it's quite a quesswork, but I'd check three things first:
Make sure the texture path is correct (check Firebug Net panel or such for which path it's trying to load the textures). You might need to search & replace the texture path in the DAE, if I remember correctly SU can sometimes put absolute paths there.
Do you have lights in the scene? If I remember correctly, ColladaLoader converts the SU DAE materials to MeshPhongMaterial, which does need some lights to show up unlike MeshBasicMaterial.
Do you have an animation loop, so that the thing is constantly rendered? If not so, make sure that you re-render the scene not only after the model is loaded, but after the textures are loaded too (they are lazy loaded after the model).
Make sure to resize the texture files to power-of-two dimensions (256x512, 256x256,1024x1024 and so on). WebGL does not like arbitrarily sized textures.
Related
I'm using a free 3d model from turbosquid. This model is using a texture that looks like this:
It does look good in Blender:
But once exported to three.js, it seems that the texture does not follow the uv map:
Here is the code i'm using:
var loader = new THREE.JSONLoader();
loader.load('json/Ship.json', function ( geometry, materials ) {
ship = new THREE.Mesh(geometry, materials[0]);
scene.add(ship);
}
);
And here is the json I get once exported from Blender:
What am I missing?
Thanks a lot for your help!
There are some minor complexities in this model, which I think are causing issues for Blender exporters. They're not "wrong", but they're hard for exporters to handle without cleanup. You can fix those manually (open the .blend file in Blender, apply modifiers, remove all textures except the diffuse) but the easiest path is probably converting the OBJ version provided by Turbosquid to glTF. Going to the Cesium OBJ->glTF converter (or OBJ2GLTF if you need something programmatic) and dragging in the OBJ/MTL/texture will give the right result. NOTE: you'll need to move the sh3.jpg file into the same directory as the MTL file; it shouldn't be in the Textures/ folder.
Result on https://gltf-viewer.donmccurdy.com/ — using three.js r92 and THREE.GLTFLoader.
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).
I am trying to build a shoe designer with help of three.js. Shoe model is exported from Blender as json and then trying to apply image loaded textures.
newTexture = THREE.ImageUtils.loadTexture( 'textures/'+filename);
newTexture.magFilter = THREE.NearestFilter;
newTexture.minFilter = THREE.LinearMipMapLinearFilter;
newMaterial = new THREE.MeshPhongMaterial({ map: newTexture});
Textures are applied good on small parts of shoe:
But not good on larger parts:
if you try the sample
http://sandbox.justaddwater.in/ShoeDesigner44/ (it may take some time to load), and try changing the textures using the top buttons, you will see the textures are not uniform over the faces and appear with lines.
I have also tried the repeat function as per responses of other questions here, but it doesn't helped and even textures details get lost while using repeat.
newTexture.wrapS = newTexture.wrapT = THREE.RepeatWrapping;
newTexture.repeat.set(2,2);
Your shoe model is not UV-unwrapped properly.
Open you model in blender and unwrap it there, then export the model once again.
There are many tutorials on YouTube that teach how to unwrap meshes properly in Blender.
I have made a small scene in blender (6 objects, each using 1 to 4 materials).
When exporting this (using the materials, and the scene option) with the dev exporter and loading it via:
var loader = new THREE.ObjectLoader();
loader.load( 'assets/scene.json', function ( scene ) { ...
And then checking the scene, I can see it has 6 children (good) and that each of the five children only has one MeshLambertMaterial (instead of the material mix from blender) bad.
Any hints on what I am doing wrong?
Those are btw basic materials (just a color basically) no textures or anything.
The scene renders correctly (minus the material mix).
Here is a link to the 113kb scene file (zipped): http://jppresents.net/static/blender/exportBug/scene.zip
Looking at the file I think all materials are there - so the problem must be the way I load it?
Not a solution, but a work around:
Since the only difference between all my materials was just the color, I have now applied exactly one material with a multi colored texture per object.
Then I uv-mapped the faces of the object to the colors corresponding to the previously set material color.
This was easy using the hotkey "shift + G" which lets you select all faces with the same material. (Then just assign them to the texture material, move/scale those in the uv-view to the part of the texture that matches the old color.)
I have a scene which I am exporting from Blender using the Three.js exporter. After a bit of trial and error I got it to export fine. When I tried to import it into Three, I got a few WebGL errors like glDrawElements: range out of bounds for buffer, which seemed to be related to the size or positioning of the imported object. I mucked around with some stuff related to size and eventually got it to load fine. However, none of my materials with textures are loading, EXCEPT one, which was an object with a single material applied to it.
Here's my pipeline
Create base for the level in my three js editor tool
Export this and import it into Blender for texturing/uv mapping (works fine)
Objects can have a number of materials, one for each face really, each material can have a different texture mapped to it (all good, objects are uv unwrapped etc..,)
Join all objects together (except one object which is a tree with a single material/texture applied to it)
Export the Blender file as a JSON file via the Three.js exporter
Load the file into Three using the SceneImporter
When it comes into Three, there are two objects, one is the tree which has a single texture mapped to its material. The other is a large geometry with 20 materials and textures mapped. This geometry does not have any textures displaying and just shows as a MeshLambertMaterial.
Has anyone else experienced any issues like this? Any solutions?
Seems like the SceneImporter doesn't know what to do with these materials, but all the data is there, so you'll need to give it a little help.
Like so;
loader.load('sceneWithObjectOfManyFaceMaterials.json' , function(loaded)
{
for(var key in loaded.objects)
{
var mesh = loaded.objects[key];
if(mesh.material.materials)
{
mesh.material.materials.forEach(function(m , i)
{
m.map = loaded.materials[m.name].map;
});
}
scene.add(mesh);
}
render();
});