Three.js: How to change "diffuseMap" and "roughnessMap" to "cubeMap"? - javascript

This is the code I would like to work with:
var container;
var camera, scene, renderer;
let exrCubeRenderTarget, exrBackground;
let newEnvMap;
let torusMesh, planeMesh;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var object;
init();
animate();
function init() {
container = document.createElement("div");
container.className = "object";
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
2000
);
camera.position.z = 250;
// scene
scene = new THREE.Scene();
scene.add(camera);
// manager
function loadModel() {
THREE.DefaultLoadingManager.onLoad = function() {
pmremGenerator.dispose();
};
// -----------------
function loadObjectAndAndEnvMap() {
const textureLoader = new THREE.TextureLoader();
const diffuseMap = textureLoader.load('https://threejs.org/examples/textures/brick_diffuse.jpg');
const roughnessMap = textureLoader.load('https://threejs.org/examples/textures/brick_roughness.jpg');
object.traverse(function(child) {
//This allow us to check if the children is an instance of the Mesh constructor
if (child instanceof THREE.Mesh) {
child.material = new THREE.MeshStandardMaterial({
color: "#555",
roughness: 1.0,
metalness: 0.5,
envMapIntensity: 5.0
});
child.material.envMap = newEnvMap;
child.material.map = diffuseMap;
child.material.roughnessMap = roughnessMap;
child.material.needsUpdate = true;
//Sometimes there are some vertex normals missing in the .obj files, ThreeJs will compute them
}
});
object.position.y = -90;
scene.add(object);
}
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
new THREE.EXRLoader()
.setDataType(THREE.UnsignedByteType)
.load(
"https://threejs.org/examples/textures/piz_compressed.exr",
function(texture) {
exrCubeRenderTarget = pmremGenerator.fromEquirectangular(texture);
exrBackground = exrCubeRenderTarget.texture;
newEnvMap = exrCubeRenderTarget ? exrCubeRenderTarget.texture : null;
loadObjectAndAndEnvMap(); // Add envmap once the texture has been loaded
texture.dispose();
}
);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.outputEncoding = THREE.sRGBEncoding;
}
var manager = new THREE.LoadingManager(loadModel);
manager.onProgress = function(item, loaded, total) {
console.log(item, loaded, total);
};
var loader = new THREE.OBJLoader(manager);
loader.load(
"https://threejs.org/examples/models/obj/female02/female02.obj",
function(obj) {
object = obj;
}
);
//
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener("mousemove", onDocumentMouseMove, false);
//
window.addEventListener("resize", onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
scene.background = exrBackground;
renderer.toneMappingExposure = 1.0;
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.125.2/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.125.2/examples/js/loaders/OBJLoader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.125.2/examples/js/loaders/EXRLoader.js"></script>
Instead of the existing material, I would like to have a metallic material like here.
For this, I have tried to delete diffuseMap and roughnessMap, and add cubeMap.
That's my not working result:
var container;
var camera, scene, renderer;
let newEnvMap;
let torusMesh, planeMesh;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var object;
init();
animate();
function init() {
container = document.createElement("div");
container.className = "object";
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
2000
);
camera.position.z = 250;
// scene
scene = new THREE.Scene();
scene.add(camera);
// manager
function loadModel() {
THREE.DefaultLoadingManager.onLoad = function() {
pmremGenerator.dispose();
};
// -----------------
function loadObjectAndAndEnvMap() {
const textureLoader = new THREE.TextureLoader();
textureLoader.load('https://threejs.org/examples/textures/2294472375_24a3b8ef46_o.jpg', function(texture) {
texture.encoding = THREE.sRGBEncoding;
texture.mapping = THREE.EquirectangularReflectionMapping;
init(texture);
animate();
});
object.traverse(function(child) {
//This allow us to check if the children is an instance of the Mesh constructor
if (child instanceof THREE.Mesh) {
child.material = new THREE.MeshStandardMaterial({
color: "#555",
roughness: 1.0,
metalness: 0.5,
envMapIntensity: 5.0
});
child.material.envMap = newEnvMap;
child.material.needsUpdate = true;
//Sometimes there are some vertex normals missing in the .obj files, ThreeJs will compute them
}
});
object.position.y = -90;
scene.add(object);
}
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.outputEncoding = THREE.sRGBEncoding;
}
var manager = new THREE.LoadingManager(loadModel);
manager.onProgress = function(item, loaded, total) {
console.log(item, loaded, total);
};
var loader = new THREE.OBJLoader(manager);
loader.load(
"https://threejs.org/examples/models/obj/female02/female02.obj",
function(obj) {
object = obj;
}
);
//
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener("mousemove", onDocumentMouseMove, false);
//
window.addEventListener("resize", onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
renderer.toneMappingExposure = 1.0;
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.125.2/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.125.2/examples/js/loaders/OBJLoader.js"></script>
The background should be transparent in the end, only the OBJ object should be visible.
Could somebody help me please? Would be soooo happy about it!

There's not much you need to change to make it metallic:
child.material = new THREE.MeshStandardMaterial({
color: "#555",
roughness: 0.0, // <- roughness 0
metalness: 1.0, // <- metalness 1
envMapIntensity: 1.0
});
child.material.envMap = newEnvMap;
// Then you only need the envMap, remove the other stuff
//child.material.map = diffuseMap;
//child.material.roughnessMap = roughnessMap;
//child.material.needsUpdate = true;
And finally, if you don't want the background, remove it from the Render loop:
//scene.background = exrBackground;
Live demo:
var container;
var camera, scene, renderer;
let exrCubeRenderTarget, exrBackground;
let newEnvMap;
let torusMesh, planeMesh;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var object;
init();
animate();
function init() {
container = document.createElement("div");
container.className = "object";
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
2000
);
camera.position.z = 250;
// scene
scene = new THREE.Scene();
scene.add(camera);
// manager
function loadModel() {
THREE.DefaultLoadingManager.onLoad = function() {
pmremGenerator.dispose();
};
// -----------------
function loadObjectAndAndEnvMap() {
const textureLoader = new THREE.TextureLoader();
const diffuseMap = textureLoader.load('https://threejs.org/examples/textures/brick_diffuse.jpg');
const roughnessMap = textureLoader.load('https://threejs.org/examples/textures/brick_roughness.jpg');
object.traverse(function(child) {
//This allow us to check if the children is an instance of the Mesh constructor
if (child instanceof THREE.Mesh) {
child.material = new THREE.MeshStandardMaterial({
color: "#555",
roughness: 0.0,
metalness: 1.0,
envMapIntensity: 5.0
});
child.material.envMap = newEnvMap;
//child.material.map = diffuseMap;
//child.material.roughnessMap = roughnessMap;
//child.material.needsUpdate = true;
//Sometimes there are some vertex normals missing in the .obj files, ThreeJs will compute them
}
});
object.position.y = -90;
scene.add(object);
}
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
new THREE.EXRLoader()
.setDataType(THREE.UnsignedByteType)
.load(
"https://threejs.org/examples/textures/piz_compressed.exr",
function(texture) {
exrCubeRenderTarget = pmremGenerator.fromEquirectangular(texture);
exrBackground = exrCubeRenderTarget.texture;
newEnvMap = exrCubeRenderTarget ? exrCubeRenderTarget.texture : null;
loadObjectAndAndEnvMap(); // Add envmap once the texture has been loaded
texture.dispose();
}
);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.outputEncoding = THREE.sRGBEncoding;
}
var manager = new THREE.LoadingManager(loadModel);
manager.onProgress = function(item, loaded, total) {
console.log(item, loaded, total);
};
var loader = new THREE.OBJLoader(manager);
loader.load(
"https://threejs.org/examples/models/obj/female02/female02.obj",
function(obj) {
object = obj;
}
);
//
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener("mousemove", onDocumentMouseMove, false);
//
window.addEventListener("resize", onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
//scene.background = exrBackground;
renderer.toneMappingExposure = 1.0;
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.125.2/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.125.2/examples/js/loaders/OBJLoader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.125.2/examples/js/loaders/EXRLoader.js"></script>

Related

Three.js: How to add envMap correctly?

Now I want to have a material like here:
https://threejs.org/examples/#webgl_materials_envmaps_exr
So I would add the following:
* {
margin: 0;
padding: 0;
}
.object {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
pointer-events: none;
background-color: rgb(200, 200, 200);
}
<script type="module">
import * as THREE from "https://threejs.org/build/three.module.js";
import { OBJLoader } from "https://threejs.org/examples/jsm/loaders/OBJLoader.js";
var container;
var camera, scene, renderer;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var object;
init();
animate();
function init() {
container = document.createElement("div");
container.className = "object";
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
2000
);
camera.position.z = 250;
// scene
scene = new THREE.Scene();
var ambientLight = new THREE.AmbientLight(0xcccccc, 0.4);
scene.add(ambientLight);
var pointLight = new THREE.PointLight(0xffffff, 2);
pointLight.position.set(100, 100, 50);
camera.add(pointLight);
scene.add(camera);
// manager
function loadModel() {
object.traverse(function (child) {
//This allow us to check if the children is an instance of the Mesh constructor
if (child instanceof THREE.Mesh) {
child.material = new THREE.MeshStandardMaterial({
color: "#555",
roughness: 0.1,
metalness: 0.4
});
child.material.flatShading = false;
//Sometimes there are some vertex normals missing in the .obj files, ThreeJs will compute them
}
});
object.position.y = -90;
scene.add(object);
}
var manager = new THREE.LoadingManager(loadModel);
manager.onProgress = function (item, loaded, total) {
console.log(item, loaded, total);
};
// model
function onProgress(xhr) {
if (xhr.lengthComputable) {
var percentComplete = (xhr.loaded / xhr.total) * 100;
console.log("model " + Math.round(percentComplete, 2) + "% downloaded");
}
}
function onError() {}
var loader = new OBJLoader(manager);
loader.load(
"https://threejs.org/examples/models/obj/female02/female02.obj",
function (obj) {
object = obj;
},
onProgress,
onError
);
//
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener("mousemove", onDocumentMouseMove, false);
//
window.addEventListener("resize", onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
</script>
Unfortunately, it does not work. Why?
I would be very thankful if somebody could help me! :)
The main issue is that newEnvMap is not ready when the object was loaded.
In general, the main steps to add an Environment Map to a scene are:
Import EXRLoader.
Create a "Prefiltered, Mipmapped Radiance Environment Map (PMREM)" with THREE.PMREMGenerator.
Load the EXR (or the JPG image) with new EXRLoader() (or with THREE.TextureLoader().load()).
Once EXR is loaded, objects must be updated with this setting. In the CodePen, this is done with the function loadObjectAndAndEnvMap(). This function loads the model and updates envMap with object.material.envMap = newEnvMap;.
Don't forget to object.material.needsUpdate = true.
Finally, if you want to visualize the background itself, it is needed to set scene.background = background; inside the render function.
(Extra) In case the environment map is still not visible, check for the roughness, metalness and envMapIntensity of your materials. It is a common mistake to set values that don't reflect the environment. Here are a few setting examples:
Demo:
* {
margin: 0;
padding: 0;
}
.object {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
pointer-events: none;
background-color: rgb(200, 200, 200);
}
<script type="module">
import * as THREE from "https://threejs.org/build/three.module.js";
import { OBJLoader } from "https://threejs.org/examples/jsm/loaders/OBJLoader.js";
import { EXRLoader } from "https://threejs.org/examples/jsm/loaders/EXRLoader.js";
var container;
var camera, scene, renderer;
let exrCubeRenderTarget, exrBackground;
let newEnvMap;
let torusMesh, planeMesh;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var object;
init();
animate();
function init() {
container = document.createElement("div");
container.className = "object";
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
2000
);
camera.position.z = 250;
// scene
scene = new THREE.Scene();
/*var ambientLight = new THREE.AmbientLight(0xcccccc, 0.4);
scene.add(ambientLight);
var pointLight = new THREE.PointLight(0xffffff, 2);
pointLight.position.set(100, 100, 50);
camera.add(pointLight);*/
scene.add(camera);
// manager
function loadModel() {
THREE.DefaultLoadingManager.onLoad = function () {
pmremGenerator.dispose();
};
// -----------------
function loadObjectAndAndEnvMap() {
object.traverse(function (child) {
//This allow us to check if the children is an instance of the Mesh constructor
if (child instanceof THREE.Mesh) {
child.material = new THREE.MeshStandardMaterial({
color: "#555",
roughness: 0.0,
metalness: 2.0,
envMapIntensity: 5.0
});
//child.material.flatShading = false;
console.log("setting envmap");
child.material.envMap = newEnvMap;
child.material.needsUpdate = true;
//Sometimes there are some vertex normals missing in the .obj files, ThreeJs will compute them
}
});
object.position.y = -90;
scene.add(object);
}
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
new EXRLoader()
.setDataType(THREE.UnsignedByteType)
.load(
"https://threejs.org/examples/textures/piz_compressed.exr",
function (texture) {
exrCubeRenderTarget = pmremGenerator.fromEquirectangular(texture);
exrBackground = exrCubeRenderTarget.texture;
newEnvMap = exrCubeRenderTarget ? exrCubeRenderTarget.texture : null;
loadObjectAndAndEnvMap(); // Add envmap once the texture has been loaded
texture.dispose();
}
);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.outputEncoding = THREE.sRGBEncoding;
}
var manager = new THREE.LoadingManager(loadModel);
manager.onProgress = function (item, loaded, total) {
console.log(item, loaded, total);
};
// model
function onProgress(xhr) {
if (xhr.lengthComputable) {
var percentComplete = (xhr.loaded / xhr.total) * 100;
console.log("model " + Math.round(percentComplete, 2) + "% downloaded");
}
}
function onError() {}
var loader = new OBJLoader(manager);
loader.load(
"https://threejs.org/examples/models/obj/female02/female02.obj",
function (obj) {
object = obj;
},
onProgress,
onError
);
//
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener("mousemove", onDocumentMouseMove, false);
//
window.addEventListener("resize", onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
scene.background = exrBackground;
renderer.toneMappingExposure = 1.0;
renderer.render(scene, camera);
}
</script>
In case you don't like SO snippets, here is the CodePen version you can vote/fork/share.
You can now use scene.environment as the environment map for all physical materials in the scene. However, it's not possible to overwrite an existing texture assigned to MeshStandardMaterial.envMap. Doc

How to add map and roughnessMap in ThreeJS?

This is the code I am working with:
* {
margin: 0;
padding: 0;
}
.object {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
pointer-events: none;
background-color: rgb(200, 200, 200);
}
<script type="module">
import * as THREE from "https://threejs.org/build/three.module.js";
import { OBJLoader } from "https://threejs.org/examples/jsm/loaders/OBJLoader.js";
import { EXRLoader } from "https://threejs.org/examples/jsm/loaders/EXRLoader.js";
var container;
var camera, scene, renderer;
let exrCubeRenderTarget, exrBackground;
let newEnvMap;
let torusMesh, planeMesh;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var object;
init();
animate();
function init() {
container = document.createElement("div");
container.className = "object";
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
2000
);
camera.position.z = 250;
// scene
scene = new THREE.Scene();
/*var ambientLight = new THREE.AmbientLight(0xcccccc, 0.4);
scene.add(ambientLight);
var pointLight = new THREE.PointLight(0xffffff, 2);
pointLight.position.set(100, 100, 50);
camera.add(pointLight);*/
scene.add(camera);
// manager
function loadModel() {
THREE.DefaultLoadingManager.onLoad = function () {
pmremGenerator.dispose();
};
// -----------------
function loadObjectAndAndEnvMap() {
object.traverse(function (child) {
//This allow us to check if the children is an instance of the Mesh constructor
if (child instanceof THREE.Mesh) {
child.material = new THREE.MeshStandardMaterial({
color: "#555",
roughness: 0.0,
metalness: 2.0,
envMapIntensity: 5.0
});
//child.material.flatShading = false;
console.log("setting envmap");
child.material.envMap = newEnvMap;
child.material.needsUpdate = true;
//Sometimes there are some vertex normals missing in the .obj files, ThreeJs will compute them
}
});
object.position.y = -90;
scene.add(object);
}
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
new EXRLoader()
.setDataType(THREE.UnsignedByteType)
.load(
"https://threejs.org/examples/textures/piz_compressed.exr",
function (texture) {
exrCubeRenderTarget = pmremGenerator.fromEquirectangular(texture);
exrBackground = exrCubeRenderTarget.texture;
newEnvMap = exrCubeRenderTarget ? exrCubeRenderTarget.texture : null;
loadObjectAndAndEnvMap(); // Add envmap once the texture has been loaded
texture.dispose();
}
);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.outputEncoding = THREE.sRGBEncoding;
}
var manager = new THREE.LoadingManager(loadModel);
manager.onProgress = function (item, loaded, total) {
console.log(item, loaded, total);
};
// model
function onProgress(xhr) {
if (xhr.lengthComputable) {
var percentComplete = (xhr.loaded / xhr.total) * 100;
console.log("model " + Math.round(percentComplete, 2) + "% downloaded");
}
}
function onError() {}
var loader = new OBJLoader(manager);
loader.load(
"https://threejs.org/examples/models/obj/female02/female02.obj",
function (obj) {
object = obj;
},
onProgress,
onError
);
//
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener("mousemove", onDocumentMouseMove, false);
//
window.addEventListener("resize", onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
scene.background = exrBackground;
renderer.toneMappingExposure = 1.0;
renderer.render(scene, camera);
}
</script>
Now I want to add map and roughnessMap like here: https://threejs.org/docs/scenes/material-browser.html#MeshStandardMaterial
I thought I just should add the following:
const textureLoader = new THREE.TextureLoader();
const diffuseMaps = (function() {
const bricks = textureLoader.load('https://threejs.org/examples/textures/brick_diffuse.jpg');
bricks.wrapS = RepeatWrapping;
bricks.wrapT = RepeatWrapping;
bricks.repeat.set(9, 1);
return {
none: null,
bricks: bricks
};
})();
const roughnessMaps = (function() {
const bricks = textureLoader.load('https://threejs.org/examples/textures/brick_roughness.jpg');
bricks.wrapT = RepeatWrapping;
bricks.wrapS = RepeatWrapping;
bricks.repeat.set(9, 1);
return {
none: null,
bricks: bricks
};
})();
function loadObjectAndAndEnvMap() {
object.traverse(function(child) {
//This allow us to check if the children is an instance of the Mesh constructor
if (child instanceof THREE.Mesh) {
child.material = new THREE.MeshStandardMaterial({
color: "#555",
roughness: 0.0,
metalness: 2.0,
envMapIntensity: 5.0,
diffuseMapIntensity: 1.0,
roughnessMapIntensity: 1.0
});
//child.material.flatShading = false;
console.log("setting envmap");
child.material.envMap = newEnvMap;
child.material.diffuseMap = diffuseMaps;
child.material.roughnessMap = roughnessMaps;
child.material.needsUpdate = true;
//Sometimes there are some vertex normals missing in the .obj files, ThreeJs will compute them
}
});
object.position.y = -90;
scene.add(object);
}
Unfortunately, it does not work.
Could somebody help me please? I would be sooo thankful!!
Try it with this code:
var container;
var camera, scene, renderer;
let exrCubeRenderTarget, exrBackground;
let newEnvMap;
let torusMesh, planeMesh;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var object;
init();
animate();
function init() {
container = document.createElement("div");
container.className = "object";
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
2000
);
camera.position.z = 250;
// scene
scene = new THREE.Scene();
scene.add(camera);
// manager
function loadModel() {
THREE.DefaultLoadingManager.onLoad = function() {
pmremGenerator.dispose();
};
// -----------------
function loadObjectAndAndEnvMap() {
const textureLoader = new THREE.TextureLoader();
const diffuseMap = textureLoader.load('https://threejs.org/examples/textures/brick_diffuse.jpg');
const roughnessMap = textureLoader.load('https://threejs.org/examples/textures/brick_roughness.jpg');
object.traverse(function(child) {
//This allow us to check if the children is an instance of the Mesh constructor
if (child instanceof THREE.Mesh) {
child.material = new THREE.MeshStandardMaterial({
color: "#555",
roughness: 1.0,
metalness: 0.5,
envMapIntensity: 5.0
});
child.material.envMap = newEnvMap;
child.material.map = diffuseMap;
child.material.roughnessMap = roughnessMap;
child.material.needsUpdate = true;
//Sometimes there are some vertex normals missing in the .obj files, ThreeJs will compute them
}
});
object.position.y = -90;
scene.add(object);
}
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
new THREE.EXRLoader()
.setDataType(THREE.UnsignedByteType)
.load(
"https://threejs.org/examples/textures/piz_compressed.exr",
function(texture) {
exrCubeRenderTarget = pmremGenerator.fromEquirectangular(texture);
exrBackground = exrCubeRenderTarget.texture;
newEnvMap = exrCubeRenderTarget ? exrCubeRenderTarget.texture : null;
loadObjectAndAndEnvMap(); // Add envmap once the texture has been loaded
texture.dispose();
}
);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.outputEncoding = THREE.sRGBEncoding;
}
var manager = new THREE.LoadingManager(loadModel);
manager.onProgress = function(item, loaded, total) {
console.log(item, loaded, total);
};
var loader = new THREE.OBJLoader(manager);
loader.load(
"https://threejs.org/examples/models/obj/female02/female02.obj",
function(obj) {
object = obj;
}
);
//
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener("mousemove", onDocumentMouseMove, false);
//
window.addEventListener("resize", onWindowResize, false);
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event) {
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
scene.background = exrBackground;
renderer.toneMappingExposure = 1.0;
renderer.render(scene, camera);
}
body {
margin: 0;
}
<script src="https://cdn.jsdelivr.net/npm/three#0.125.2/build/three.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.125.2/examples/js/loaders/OBJLoader.js"></script>
<script src="https://cdn.jsdelivr.net/npm/three#0.125.2/examples/js/loaders/EXRLoader.js"></script>
Please note:
The maximum value for roughness and metalness is 1. You have used 2for metalness.
Since the sampled value from a roughness map is multiplied with the roughness value from the material, you won't see any effect if you set it to 0. Always start with 1.

How to control fps with requestAnimationFrame?

I have used FBX format with three js. It seems like requestAnimationFrame is the de facto way to animate things now. The animation was working very speed, Like lightening. Can't find any solutions to control the fps.
See the below image.
Source code:
if (!Detector.webgl)
Detector.addGetWebGLMessage();
var container, stats, controls;
var camera, scene, renderer, light, mesh;
var clock = new THREE.Clock();
var mixers = [];
var mouseX = 0, mouseY = 0;
var spdx = 0, spdy = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 2000);
scene = new THREE.Scene();
// grid
var gridHelper = new THREE.GridHelper(28, 28, 0x303030, 0x303030);
gridHelper.position.set(0, -0.04, 0);
scene.add(gridHelper);
// stats
stats = new Stats();
container.appendChild(stats.dom);
// model
var manager = new THREE.LoadingManager();
manager.onProgress = function (item, loaded, total) {
console.log(item, loaded, total);
};
var onProgress = function (xhr) {
if (xhr.lengthComputable) {
var percentComplete = xhr.loaded / xhr.total * 100;
console.log(Math.round(percentComplete, 2) + '% downloaded');
}
};
var onError = function (xhr) {
console.error(xhr);
};
var loader = new THREE.FBXLoader(manager);
loader.load('assests/JetEngine_Ani.fbx', function (object) {
object.mixer = new THREE.AnimationMixer(object);
mixers.push(object.mixer);
var action = object.mixer.clipAction(object.animations[ 0 ]);
action.play();
scene.add(object);
}, onProgress, onError);
renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setClearColor(0xdddddd, 1);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.target.set(0, 12, 0);
camera.position.z = 850;
controls.update();
window.addEventListener('resize', onWindowResize, false);
light = new THREE.HemisphereLight(0xffffff, 0x444444, 1.0);
light.position.set(0, 1, 0);
scene.add(light);
light = new THREE.DirectionalLight(0xffffff, 1.0);
light.position.set(0, 1, 0);
scene.add(light); }
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight); }
function onDocumentMouseMove(event) {
mouseX = event.clientX;
mouseY = event.clientY;
}
function animate() {
requestAnimationFrame(animate);
if (mixers.length > 0) {
for (var i = 0; i < mixers.length; i++) {
mixers[ i ].update(clock.getDelta());
}
}
stats.update();
render();
}
function render() {
renderer.render(scene, camera);
}
How to control the animation speed. Is there have other ways or only through fps(frames per second).
How can I reduce the animation speed??..
You want to control the duration of your AnimationAction loop. To do so, you can use this pattern:
action.setDuration( 10 ).play();
three.js r.87

Why raycaster.intersectObjects work fine with Geometry built in scene but work bad with model loaded form exterior?

I wanna make a measure tool in three.js,and I use reycaster function to do it.
When I use it with Geometry built in scene,it was fine.
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>ytest</title>
<script src="JSandCSS/three.js"></script>
<script src="JSandCSS/OrbitControls.js"></script>
<script src="JSandCSS/OBJLoader.js"></script>
<script src="JSandCSS/Raycaster.js"></script>
</head>
<body>
<script>
var scene = new THREE.Scene();
var group = new THREE.Group;
var mouse = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var objects = [];
var particleMaterial;
particlecount = 0;
var container, stats, titleinfo;
scene.add(group);
var geometry = new THREE.SphereGeometry(5, 32, 32);
geometry.scale(10, 10, 10);
var material = new THREE.MeshBasicMaterial({
color: 0xffff00
});
var sphere = new THREE.Mesh(geometry, material);
group.add(sphere);
objects.push(sphere);
var light = new THREE.PointLight(0xffffff);
light.position.set(300, 400, 200);
light.intensity.set = 0.1;
scene.add(light);
scene.add(new THREE.AmbientLight(0x333333));
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(200, 200, 200);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
renderer.render(scene, camera);
renderer.setClearColor(0x808080, 0.5);
render();
var controls = new THREE.OrbitControls(camera);
controls.addEventListener('change', render);
animate();
window.addEventListener('resize', handleWindowResize, false);
window.addEventListener('mousedown', onDocumentMouseDown, false);
function onDocumentMouseDown(event) {
event.preventDefault();
mouse.x = (event.clientX / renderer.domElement.clientWidth) * 2 - 1;
mouse.y = -(event.clientY / renderer.domElement.clientHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(objects);
var PI2 = Math.PI * 2;
var pointLoader = new THREE.TextureLoader();
particleMaterial = new THREE.SpriteMaterial({
map: pointLoader.load("pic/measurepoint.png"),
});
if(intersects.length > 0) {
if(particlecount == 0) {
var particle1 = new THREE.Sprite(particleMaterial);
particle1.name = 'particle1';
particle1.position.copy(intersects[0].point);
particle1.scale.x = particle1.scale.y = 5;
scene.add(particle1);
particlecount = 1;
} else {
if(particlecount !== 2) {
var particle2 = new THREE.Sprite(particleMaterial);
particle2.name = 'particle2';
particle2.position.copy(intersects[0].point);
particle2.scale.x = particle2.scale.y = 5;
scene.add(particle2);
particlecount = 2;
a = scene.getObjectByName('particle1');
b = scene.getObjectByName('particle2');
var dis = a.position.distanceTo(b.position);
alert('distance between two point is' + dis);
scene.remove(a);
scene.remove(b);
particlecount = 0;
}
}
}
}
function render() {
renderer.render(scene, camera);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function handleWindowResize() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
}
</script>
</body>
</html>
enter image description here
But When I loaded a model,it doesn't work.As you see result of "alert(intersects.length)" is 0.
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<title>ytest</title>
<script src="JSandCSS/three.js"></script>
<script src="JSandCSS/OrbitControls.js"></script>
<script src="JSandCSS/OBJLoader.js"></script>
<script src="JSandCSS/Raycaster.js"></script>
</head>
<body>
<script>
var scene = new THREE.Scene();
var group = new THREE.Group;
var mouse = new THREE.Vector2();
var raycaster = new THREE.Raycaster();
var objects = [];
var particleMaterial;
particlecount = 0;
var container, stats, titleinfo;
scene.add(group);
var textureLoader = new THREE.TextureLoader();
var mat = new THREE.MeshLambertMaterial({
map: textureLoader.load("model/earth/texture.jpg"),
specularMap: textureLoader.load("model/earth/specular.jpg"),
lightMap: textureLoader.load("model/earth/light.jpg")
});
var loader = new THREE.OBJLoader();
loader.load('model/earth/earth.obj',
function chuanzhi(obj) {
obj.traverse(function(child) {
if(child instanceof THREE.Mesh) {
child.material = mat;
}
});
Mesh = obj;
obj.scale.set(2, 2, 2);
group.add(obj);
objects.push(Mesh);
});
var light = new THREE.PointLight(0xffffff);
light.position.set(300, 400, 200);
light.intensity.set = 0.1;
scene.add(light);
scene.add(new THREE.AmbientLight(0x333333));
var camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.set(200, 200, 200);
camera.lookAt(scene.position);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
renderer.render(scene, camera);
renderer.setClearColor(0x808080, 0.5);
render();
var controls = new THREE.OrbitControls(camera);
controls.addEventListener('change', render);
animate();
window.addEventListener('resize', handleWindowResize, false);
window.addEventListener('mousedown', onDocumentMouseDown, false);
function onDocumentMouseDown(event) {
event.preventDefault();
mouse.x = (event.clientX / renderer.domElement.clientWidth) * 2 - 1;
mouse.y = -(event.clientY / renderer.domElement.clientHeight) * 2 + 1;
raycaster.setFromCamera(mouse, camera);
var intersects = raycaster.intersectObjects(objects);
var PI2 = Math.PI * 2;
var pointLoader = new THREE.TextureLoader();
particleMaterial = new THREE.SpriteMaterial({
map: pointLoader.load("pic/measurepoint.png"),
});
alert(intersects.length);
if(intersects.length > 0) {
if(particlecount == 0) {
var particle1 = new THREE.Sprite(particleMaterial);
particle1.name = 'particle1';
particle1.position.copy(intersects[0].point);
particle1.scale.x = particle1.scale.y = 5;
scene.add(particle1);
particlecount = 1;
} else {
if(particlecount !== 2) {
var particle2 = new THREE.Sprite(particleMaterial);
particle2.name = 'particle2';
particle2.position.copy(intersects[0].point);
particle2.scale.x = particle2.scale.y = 5;
scene.add(particle2);
particlecount = 2;
a = scene.getObjectByName('particle1');
b = scene.getObjectByName('particle2');
var dis = a.position.distanceTo(b.position);
alert('distance between two point is' + dis);
scene.remove(a);
scene.remove(b);
particlecount = 0;
}
}
}
}
function render() {
renderer.render(scene, camera);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function handleWindowResize() {
HEIGHT = window.innerHeight;
WIDTH = window.innerWidth;
renderer.setSize(WIDTH, HEIGHT);
camera.aspect = WIDTH / HEIGHT;
camera.updateProjectionMatrix();
}
</script>
</body>
</html>
I wanna know why it happened,and how I can use it correctly.Could you help me ?

Three.js OBJ model not showing up

Hey guys so I tried to get the 3D OBJ file to load with a Loader and the console says the 3D model and texture have been loaded but nothing shows up on the screen. I pulled the 3D model and texture from the three.js files. I have no idea what I'm doing wrong. Here is the zip file if that helps any: https://www.dropbox.com/s/mzimqhbl7vnw7or/newShoeVr.zip?dl=0
var container;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init(){
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 2000);
camera.position.z = 100;
//Scene
scene = new THREE.Scene();
//Light
var ambient = new THREE.AmbientLight(0x101030);
scene.add(ambient);
var directionalLight = new THREE.DirectionalLight(0xffeedd);
directionalLight.position.set(0,0,1);
scene.add(directionalLight);
//Texture
var manager = new THREE.LoadingManager();
manager.onProgress = function(item, loaded, total){
console.log(item, loaded, total);
};
var texture = new THREE.Texture();
var onProgress = function(xhr){
if(xhr.lengthComputable){
var percentComplete = xhr.loaded / xhr.total * 100;
console.log(Math.round(percentComplete, 2) + '% downloaded');
}
};
var onError = function(xhr){};
var loader = new THREE.ImageLoader(manager);
loader.load('textures/brick_diffuse.jpg', function(image){
texture.image = image;
texture.needUpdate = true;
});
//Model
var loader = new THREE.OBJLoader(manager);
loader.load('models/tree.obj', function(object){
object.traverse(function(child){
if(child instanceof THREE.Mesh){
child.material.map = texture;
}
});
object.position.y = -80;
object.scale.set(5,5,5);
scene.add(object);
}, onProgress, onError);
//Model
var loader = new THREE.OBJLoader(manager);
loader.load('models/tree.obj', function(object){
object.traverse(function(child){
if(child instanceof THREE.Mesh){
child.material.map = texture;
}
});
//object.position.y = -80;
object.scale.set(5,5,5);
scene.add(object);
}, onProgress, onError);
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setSize(window.innerWidth, window.innerHeight);
container.appendChild(renderer.domElement);
document.addEventListener('resize', onWindowResize, false);
}
function onWindowResize(){
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function onDocumentMouseMove(event){
mouseX = (event.clientX - windowHalfX) / 2;
mouseY = (event.clientY - windowHalfY) / 2;
}
function animate(){
requestAnimationFrame(animate);
render();
}
function render(){
camera.position.x += (mouseX - camera.position.x) * .05;
camera.position.y += (- mouseY - camera.position.y) * .05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
When exporting a .obj file from C4D make sure your scale is set to 1. If you want a larger object, either scale it in C4D or in three.js. I also suggest changing your units from cm to ft.

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