I was able to make some nice metal and glass looking materials by using Skybox Cube / environment mapping.
I have made my own controls which allow one to both orbit and move/look around like in FirstPersonControls.
The problem is, the reflections look convincing when I move around - I can see the reflections move and change accordingly to my camera movement. However when I look around (rotate the camera / change it's target), there is no change in the reflections, they are just static.
I can see the same behaviour in for example three.js/examples/webgl_materials_cubemap_escher.html - if I modify it to use FirstPersonControls, the material does not look reflective/refractive at all when I look around.
Here's how I setup the cubemaps, to be honest it's copied from some example and I don't understand all of it. But it works, except for this one issue...
createSkyBox = function(urlPrefix) {
var sceneCube = new THREE.Scene();
var path = urlPrefix;
var format = '.jpg';
var urls = [
path + 'px' + format, path + 'nx' + format,
path + 'py' + format, path + 'ny' + format,
path + 'pz' + format, path + 'nz' + format
];
var reflectionCube = THREE.ImageUtils.loadTextureCube( urls );
reflectionCube.format = THREE.RGBFormat;
var refractionCube = new THREE.Texture( reflectionCube.image, new THREE.CubeRefractionMapping() );
refractionCube.format = THREE.RGBFormat;
// Skybox
var shader = THREE.ShaderUtils.lib[ "cube" ];
shader.uniforms[ "tCube" ].value = reflectionCube;
var material = new THREE.ShaderMaterial( {
fragmentShader: shader.fragmentShader,
vertexShader: shader.vertexShader,
uniforms: shader.uniforms,
depthWrite: false,
side: THREE.BackSide
} );
var size = 8000;
mesh = new THREE.Mesh( new THREE.CubeGeometry( size, size, size ), material );
mesh.geometry.computeBoundingBox();
sceneCube.add( mesh );
this._threejs_cube_scene = sceneCube;
this._threejs_cube_mesh = mesh;
this._threejs_envmap = reflectionCube;
this._threejs_envmap_refraction = refractionCube;
this._threejs_scene.add( sceneCube );
}
And here's the way I create the material:
var material = new THREE.MeshLambertMaterial( { color: 0xff00, ambient: 0xaaaaaa, envMap: this._threejs_envmap});
I then use the material in renderer.overrideMaterial (I'm using EffectComposer, if it makes any difference)
EDIT: now that I think about it, I'm not sure.. my brain melts.. it might be how the real life works :) At least intuitively when I see the code in action, the staticness while rotating camera doesn't feel right. But maybe it's because in real life it's hard to look around (eye.lookAt()) without also moving ever so slightly (eye.position = xyz).
you should calculate the reflection vector in world space (inside your code for 'fragmentShader' which you don't show here). If it's in object space, or view (camera) space, it won't move naturally.
Yes, this may mean some finagling with the surface normals. To convert object space normals to world space normals, use the inverse transpose of the world matrix. You'll also need to get the view vector in worldspace coordinates in order to calculate the final worldspace reflection vector.
Another thing to consider that's simpler than changing the shader may be giving your camera an offset if you want it to rotate like a human head. Add it to an Object3d and set it to be offset from the Object3d's position by a small amount (an amount equivalent to the distance from the human center to the eye) then rotate the Object3d instead of the camera.
It's sort-of hard to tell what effect you want though from your description, because when you simply turn your eyeballs, a reflection doesn't change. It's the slight tilt of your head that changes it.
Related
I am working on a project that displays buildings. The requirement is to let the building gradually fade out (transparent) based on the distance between the camera and the buildings. Also, this effect has to follow the camera's movement.
I consider using THREE.Fog(), but the Fog seems can only change the material's color.
Above is a picture of the building with white fog.
The buildings are in tiles, each tile is one single geometry (I merged all the buildings into one) using
var bigGeometry = new THREE.Geometry();
bigGeometry.merge(smallGeometry);
The purple/blue color thing is the ground, and ground.material.fog = false;. So the ground won't interact with the fog.
My question is:
Is it possible to let the fog interact with the building's material's opacity instead of color? (more white translate to more transparent)
Or should I use Shader to control the material's opacity based on distance to the camera? But I have no idea of how to do this.
I also considered adding alphaMap. If so, each building tile have to map an alphaMap and all these alphaMap have to interact with the camera's movement. It's going to be a tons of work.
So any suggestions?
Best Regards,
Arthur
NOTE: I suspect there are probably easier/prettier ways to solve this than opacity. In particular, note that partially-opaque buildings will show other buildings behind them. To address that, consider using a gradient or some other scene background, and choosing a fog color to match that, rather than using opacity. But for the sake of trying it...
Here's how to alter an object's opacity based on its distance. This doesn't actually require THREE.Fog, I'm not sure how you would use the fog data directly. Instead I'll use THREE.NodeMaterial, which (as of three.js r96) is fairly experimental. The alternative would be to write a custom shader with THREE.ShaderMaterial, which is also fine.
const material = new THREE.StandardNodeMaterial();
material.transparent = true;
material.color = new THREE.ColorNode( 0xeeeeee );
// Calculate alpha of each fragment roughly as:
// alpha = 1.0 - saturate( distance / cutoff )
//
// Technically this is distance from the origin, for the demo, but
// distance from a custom THREE.Vector3Node would work just as well.
const distance = new THREE.Math2Node(
new THREE.PositionNode( THREE.PositionNode.WORLD ),
new THREE.PositionNode( THREE.PositionNode.WORLD ),
THREE.Math2Node.DOT
);
const normalizedDistance = new THREE.Math1Node(
new THREE.OperatorNode(
distance,
new THREE.FloatNode( 50 * 50 ),
THREE.OperatorNode.DIV
),
THREE.Math1Node.SAT
);
material.alpha = new THREE.OperatorNode(
new THREE.FloatNode( 1.0 ),
normalizedDistance,
THREE.OperatorNode.SUB
);
Demo: https://jsfiddle.net/donmccurdy/1L4s9e0c/
Screenshot:
I am the OP. After spending some time reading how to use Three.js's Shader material. I got some code that is working as desired.
Here's the code: https://jsfiddle.net/yingcai/4dxnysvq/
The basic idea is:
Create an Uniform that contains controls.target (Vector3 position).
Pass vertex position attributes to varying in the Vertex Shader. So
that the Fragment Shader can access it.
Get the distance between each vertex position and controls.target. Calculate alpha value based on the distance.
Assign alpha value to the vertex color.
Another important thing is: Because the fade out mask should follow the camera move, so don't forget to update the control in the uniforms every frame.
// Create uniforms that contains control position value.
uniforms = {
texture: {
value: new THREE.TextureLoader().load("https://threejs.org/examples/textures/water.jpg")
},
control: {
value: controls.target
}
};
// In the render() method.
// Update the uniforms value every frame.
uniforms.control.value = controls.target;
I had the same issue - a few years later - and solved it with the .onBeforeCompile function which is maybe more convenient to use.
There is a great tutorial here
The code itself is simple and could be easily changed for other materials. It just uses the fogFactor as alpha value in the material.
Here the material function:
alphaFog() {
const material = new THREE.MeshPhysicalMaterial();
material.onBeforeCompile = function (shader) {
const alphaFog =
`
#ifdef USE_FOG
#ifdef FOG_EXP2
float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );
#else
float fogFactor = smoothstep( fogNear, fogFar, vFogDepth );
#endif
gl_FragColor.a = saturate(1.0 - fogFactor);
#endif
`
shader.fragmentShader = shader.fragmentShader.replace(
'#include <fog_fragment>', alphaFog
);
material.userData.shader = shader;
};
material.transparent = true
return material;
}
and afterwards you can use it like
const cube = new THREE.Mesh(geometry, this.alphaFog());
I want to use a texture on the surface of my extruded geometry. I have been researching custom UVgenerators for a while now, and have found these related questions:
1.) How to apply a texture to THREE.ExtrudeGeometry?
2.) Loaded texture appears blurred, or like a single color. How to make the texture crisp and sharp
However, the method proposed to divide my geometry points by 1000 and to mesh.scale.set(1000,1000,1) doesn't work because my geometry is no longer in the correct place. I would prefer to specify the UV Mapping. One answer says to implement a custom uvgenerator based on the source code, but I am stuck & can't figure out what to do.
This is my geometry creation, the material is 512x512px, how can I map a texture onto the top?:
pointList=[[0,0,0],
[0,1000,0],
[750,1000,0],
[750,750,0],
[1000,750,0],
[1000,0,0]]
for (i=0;i < pointList.length; i++) {
point = pointList[i];
x = point[0];
y = point[1];
myPoints.push( new THREE.Vector2 (x,y) );
}
myShape = new THREE.Shape( myPoints );
extrusionSettings = {
amount:height
};
myGeometry = new THREE.ExtrudeGeometry( myShape, extrusionSettings );
resultshape = new THREE.Mesh( myGeometry, material );
You can specify custom UVs for your ExtrudeGeometry by specifying your own UVGenerator, one of the properties of extrusionSettings.
To specify your custom UV generator, you can use as a template THREE.ExtrudeGeometry.WorldUVGenerator, which can be found in src/extras/geometries/ExtrudeGeometry.js.
There is a simpler solution that may work for you, however.
Instead of a custom UV generator, you can take advantage of the offset and repeat properties of your texture. Use the following pattern:
texture.wrapS = texture.wrapT = THREE.RepeatWrapping;
texture.repeat.set( 1 / 500, 1 / 500 );
texture.offset.set( 0.1, 0.5 );
three.js r.68
I have some code similar to the following...
this.texture = new THREE.ImageUtils.loadTexture( 'spritesheet.png' );
this.material = new THREE.MeshBasicMaterial( { map: this.texture, side:THREE.DoubleSide } );
this.geometry = new THREE.PlaneGeometry(32, 32, 1, 1);
this.sprite = new THREE.Mesh( this.geometry, this.material );
game.scene.add( this.sprite );
I've also tried along the lines of...
this.material = new THREE.SpriteMaterial( {
map: image,
useScreenCoordinates: true,
alignment: THREE.SpriteAlignment.center
} );
this.sprite = new THREE.Sprite( this.material );
These display the full spritesheet (sort of), as I would expect without further settings.
How do I align the sprite so it only displays say 32x32px starting at offset 50,60 for example ? The three.js documentation doesn't seem have much information, and the examples I've seen tend to use one image per sprite (which may be preferable, or only way possible ?)
Edit: I've spotted a material uvOffset and uvScale that I suspect is related to alignment in a Sprite object if anyone knows how these work. Will dig further.
Well, there is a "uvOffset" and "uvScale" parameter in spriteMaterial , i think you could use those but I cannot present any source code to you.
What you can of course do is using PlaneGeometry and calculate UV Coordinates for the 2 triangles (the plane). For example top-left is your offset and bottom right is calculated from a given offset and size (32x32) but using the whole image size in pixels to get the UV coordinates between 0 and 1
for example topleft is (50/imageSize, 60/imagesize) and bottom right is ( (50+32)/imgSize, (60+32)/imgSize). I think this should work, although i am not quite sure if you would get the result you want as OpenGL treats images "up side down". But you can try and go on from here. Hope this helps.
I use CubeCamera to build a simple reflection model. The setup can be seen on the picture below.
If the camera is close enough to the cube - the reflection looks fine. However, if i move away from the objects - the reflection just gets bigger. See the picture below.
This is not the way i want it. I'd like the reflection to proportionally get smaller. I tried to play with different settings, then I thought this could be achieved using a proper shader program (just squish the cube texture, kind of), so i've tried to mess with the existing PhongShader, but no luck there, i'm too newbie to this.
Also, i've noticed that if i change the width and height of the cubeCamera.renderTarget, i.e.
cubeCamera.renderTarget.width = cubeCamera.renderTarget.height = 150;
i can get the proper dimensions of the reflection, but its position on the surface is wrong. It's visible from the angle presented on the picture below, but not visible if i place the camera straight. Looks like the texture needs to be centered.
The actual code is pretty straightforward:
var cubeCamera = new THREE.CubeCamera(1, 520, 512);
cubeCamera.position.set(0, 1, 0);
cubeCamera.renderTarget.format = THREE.RGBAFormat;
scene.add(cubeCamera);
var reflectorObj = new THREE.Mesh(
new THREE.CubeGeometry(20, 20, 20),
new THREE.MeshPhongMaterial({
envMap: cubeCamera.renderTarget,
reflectivity: 0.3
})
);
reflectorObj.position.set(0, 0, 0);
scene.add(reflectorObj);
var reflectionObj = new THREE.Mesh(
new THREE.SphereGeometry(5),
new THREE.MeshBasicMaterial({
color: 0x00ff00
})
);
reflectionObj.position.set(0, -5, 20);
scene.add(reflectionObj);
function animate () {
reflectorObj.visible = false;
cubeCamera.updateCubeMap(renderer, scene);
reflectorObj.visible = true;
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
Appreciate any help!
Environment mapping in three.js is based on the assumption that the object being reflected is "infinitely" far away from the reflective surface.
The reflected ray used in the environment map look-up does not emanate from the surface of the reflective material, but from the CubeCamera's center. This approximation is OK, as long as the reflected object is sufficiently far away. In your case it is not.
You can read more about this topic in this tutorial.
three.js r.58
I would like somebody to explain me how I can achieve the blue semi-transparent intermittent sphere of this example: (the one next to the intermittent red sphere)
http://threejs.org/examples/webgl_materials.html
I believe in first place that this is a matter of using the right material with the right settings (specially because the example is about materials) but not sure anyway.
Hopefully you do not feel my question does not deserve to be made here. I was trying to analyze it but definitely it is written in a non-friendly way for newbies, and I've not been able to separate this part from the rest, not I find an explanation anywhere else.
To create, for example, a partially transparent blue sphere, you could try:
var sphereGeom = new THREE.SphereGeometry( 40, 32, 16 );
var blueMaterial = new THREE.MeshBasicMaterial( { color: 0x0000ff, transparent: true, opacity: 0.5 } );
var sphere = new THREE.Mesh( sphereGeom, blueMaterial );
For more examples of creating semi-transparent materials, check out
http://stemkoski.github.io/Three.js/Translucence.html
If you want the sphere to fade in and out, you can change the transparency in your update or render function -- make the sphere a global object, also create a (global) clock object to keep track of the time in your initialization, for example, with
clock = new THREE.Clock();
and then in your update, you could, for example, write
sphere.material.opacity = 0.5 * (1 + Math.sin( clock.getElapsedTime() ) );