I need to change the transparency of a file. Dae (collada), by my code with the library Three.js with dat.gui. I'm using:
$gui = new DAT.GUI();
gui.add(opacity_pele, 'pele').onChange(function(){
if ( opacity_pele.pele ) {
material[pele].transparency = 1.0;
} else {
material[pele].transparency = 0.0;
}
});
gui.close();
Have you tried seting the transparency right in your 3D editor program?
E.g. in Blender you can adjust the transparency of your object on the panels (please see below). I'm using this method for displaying transparent objects and this works perfectly for me.
Related
Goal
I'm stuck since yesterday with an issue on modifying a JeelizFilterFace example. My goal is to create my own filters, so I started the the luffy's hat tutorial, which explains that : https://jeeliz.com/blog/creating-a-snapchat-like-filter-with-jeelizs-facefilter-api-part-1-creating-your-first-filter/
Quick description of the problem
My problem is simple : I can't have the glTF example working with glTF models. It always show me a black shape, without the texture.
Details of the problem
The tutorial explains that the model have to be generated with a Blender exporter addons, in order to create the json file which is the model. But the Blender exporter is not supported anymore.
This is why I try to use ThreeJS with the GLTF loader (which is the best solution according to all the tutorials).
My problem is that I can't see any texture on any of my models, when I load it with JeelizFaceFilter/Threejs. I only have the black shape.
Here is what I did :
First, I did all the tutorial to be sure I can run the FilterFace tool, except for the exporting model from Blender part. So, I just copied the exported resources from the Jeeliz repo. The FilterFace works well : the hat is visible, with the texture and I can play with the THREEJS params.
Because I couldn't export the JSON from blender, i wanted to try to use the GLTF 2.0 model, I tried this model, which is working in the gltf-viewer tool (see picture below) : https://s3.eu-west-3.amazonaws.com/com.julianlecalvez/LuffysHat.zip
So far everything seems ok, but when I try to use this glTF loader example in the glTF demos (https://github.com/jeeliz/jeelizFaceFilter/tree/master/demos/threejs/gltf_fullScreen), it displays my hat in black. I have the good shape, but no texture (or no light?). I just replaced the model URL in this file. And I'm not even sure that the default model (the helmet) is displaying any texture.
I tried with a model from SketchFab, and I have the same : Black shape, no texture.
I put here the code to init the view, when I was trying to redo it outside of the demo file :
let init_view = function(spec) {
const threeStuffs = THREE.JeelizHelper.init(spec, null);
const SETTINGS = {
gltfModelURL: 'objects/luffys_hat_gltf/luffys_hat.gltf',
offsetYZ: [1,0],
scale: 2.2
};
// const loader = new THREE.GLTFLoader();
const gltfLoader = new THREE.GLTFLoader();
gltfLoader.load( SETTINGS.gltfModelURL, function ( gltf ) {
gltf.scene.frustumCulled = false;
// center and scale the object:
const bbox = new THREE.Box3().expandByObject(gltf.scene);
// center the model:
const centerBBox = bbox.getCenter(new THREE.Vector3());
gltf.scene.position.add(centerBBox.multiplyScalar(-1));
gltf.scene.position.add(new THREE.Vector3(0,SETTINGS.offsetYZ[0], SETTINGS.offsetYZ[1]));
// scale the model according to its width:
const sizeX = bbox.getSize(new THREE.Vector3()).x;
gltf.scene.scale.multiplyScalar(SETTINGS.scale / sizeX);
// dispatch the model:
threeStuffs.faceObject.add(gltf.scene);
});
// CREATE THE CAMERA
THREECAMERA = THREE.JeelizHelper.create_camera();
}
I'm trying to add a lightmap to some mesh after loading them from a GLTF file.
All my objects have 2UV channel.
I'm waiting 'object3dset' and here is my code :
const mesh = this.el.getObject3D('mesh');
var textureLoader = new THREE.TextureLoader();
textureLoader.load("lightmap.png", function(lmap){
mesh.traverse((node) => {
if (!node.isMesh) return;
node.material.lightMap = lmap;
lmap.flipY = node.material.map.flipY; //needed to flip the texture
node.material.needsUpdate = true;
});
});
If I replace the material with a new one and set the lightmap, it's working.
But I want to find a way without recreating all materials.
The lightmap was loaded, but not easy to see.
By default metalness from Khronos Blender Exporter converted in threejs after loading GLTF result to a level 1.0. With this configuration, the lightmap is hard to see and is not corresponding to what we see in Blender.
I hope my mistake can help someone else losing too much time.
I need to display collada file (.dae) using three.js , i can load model but it display without textures , using this code
var loader = new THREE.ColladaLoader( loadingManager );
loader.options.convertUpAxis = true;
loader.load( './car.dae', function ( collada ) {
car = collada.scene;
car.material =
THREE.TextureLoader("../model/car_white.jpg");
i tried other codes ,only this code worked for model but without texture
need your support to add my texture.
Generally speaking, you can add textures to a model like this:
var textureLoader = new THREE.TextureLoader();
var texture = textureLoader.load('../model/car_white.jpg');
loader.load( './car.dae', function ( collada ) {
collada.scene.traverse(function (node) {
if (node.isMesh) {
node.material.map = texture;
}
});
});
Refer to the documentation for THREE.Material and THREE.TextureLoader for more information.
NOTE: As #gaitat mentioned in a comment, your texture may not be wrapped correctly on the model if they weren't designed for one another, and if the model isn't very simple. If that's the case, you probably need to add the texture in Blender (or other software) instead, where you can create UVs, and export the result.
I need help for getting UV Textures to be rendered correctly in three.js. I've created a model with repeating tile texture in Blender. The tile texture is applied using UV mapping, and it looks like this if it is being rendered correctly:
Render image using Blender
.However, when it is loaded using JSONLoader by three.js, the tiles are just stretched to fill each polygon, giving weird result like this:Screenshot of render using three.js
. I've tried setting THREE.RepeatWrapping in my code but nothing changed:
bodyLoader = new THREE.JSONLoader();
bodyLoader.load('./starofthesea_threejs.json', function(geometry, materials) {
mainBodyMaterials = new THREE.MeshFaceMaterial(materials);
console.log(materials);
mainBodyMaterials.wrapS = THREE.RepeatWrapping;
mainBodyMaterials.wrapT = THREE.RepeatWrapping;
mainBodyMaterials.needsUpdate = true;
mainBody = new THREE.Mesh(geometry, mainBodyMaterials);
mainBody.traverse ( function (child) {
if (child instanceof THREE.Mesh) {
child.castShadow = true;
child.receiveShadow = true;
}
});
mainBody.scale.x = mainBody.scale.y = mainBody.scale.z = 1;
geometry.computeBoundingBox();
geometry.computeFaceNormals();
geometry.computeFlatVertexNormals();
scene.add(mainBody);
});
Is there anything wrong in my code, or workaround to get it rendered correctly? All help is deeply appreciated.
Finally I've figured out the problem by myself, where both the Blender model and JS are misconfigured. RepeatWrapping should be applied to texture but not material. I need to study the structure of THREE.MeshFaceMaterial to find the handle for the underlying textures. I need to traverse through the materials to find out all materials with image textures:
mainBodyMaterials = new THREE.MeshFaceMaterial(materials);
for(prop in mainBodyMaterials.materials) {
if(mainBodyMaterials.materials[prop].map != null) {
mainBodyMaterials.materials[prop].map.wrapS = THREE.RepeatWrapping;
mainBodyMaterials.materials[prop].map.wrapT = THREE.RepeatWrapping;
tex.push(mainBodyMaterials.materials[prop].map.clone());
tex[tex_sequence].needsUpdate = true;
tex_sequence++;
}
}
After applying wrapS and wrapT to textures correctly, one of the tile materials get rendered correctly, but 'Texture marked for update but image is undefined' error keep throwing out. I need to clone the texture to get rid of the error, according to another question: Three.js r72 - Texture marked for update but image is undefined?
As there are several materials with repeating tiles, I need to create a global array at the beginning of the JS routine, and push the modified textures one by one when looping through the materials:
var tex = new Array();
var tex_sequence = 0;
After fixing the JS calls, one of the textures are still not working. I forgot that only ONE UV slot is allowed for three.js. I need to unwrap the UVs again under the same UV slot in Blender. Everything works like a charm, and I hope my painful experience can help those who are getting mad by similar problems.
I am very new to three.js. In my project you can move through a series of planes with cross section images of an object. The problem is that the material doesn't load right away and moving up and down too quickly causes some of the planes to display black. I need to change this behavior. Is there a way to either
change some property so the plane is transparent - but the image should still be opaque when loaded
or don't display/render the plane at all until the texture is loaded?
I'm not at all sure I am on the right track, and I am hoping someone more experienced can suggest a specific fix.
Thanks!
Not sure if you already cleared this up but I made a handy little function to take care of this by modifying the opacity setting, the basic of which are:
function loadTexture( path ){
var mat = new THREE.MeshBasicMaterial({
map: new THREE.ImageUtils.loadTexture( path, null, function() {
mat.opacity = 1;
} ),
opacity: 0
});
return mat;
}