Three.js texture is not loading - what would cause this? - javascript

I am trying to create a scene using .obj and .mtl files exported from blender. The object is literally just a rectangle (it needs to be a .obj file. more objects will be added to create a scene) I am able to see the material load, but cannot see the texture being applied in chrome or firefox.
the mtl file text
the obj file text
Here is the javascript code:
const obj_loader = new THREE.OBJLoader(),
mtl_loader = new THREE.MTLLoader();
// uses example of OBJ + MTL from three.js/examples
mtl_loader
.setTexturePath('bar/')
.setPath('bar/')
.load('floor.mtl', (materials) => {
materials.preload()
obj_loader
.setMaterials(materials)
setPath('bar/')
.load('floor.obj', (object) => {
// everything returns status 200!
// material is being applied but no texture
scene.add(object);
})
});
project file structure
Checking the console, requests for the mtl, obj, and image files are returning 200 status codes
but the model renders without texture
No errors are in the console at all. What would cause this issue in Three.js? I suspect something is wrong with the .obj or .mtl but I cannot find the problem. (the file paths are correct based on the logged ajax request).

This may be due to the .preload() method not being called on the materials object returned in the material load callback. The preload() method basically creates the material objects loaded by the MTLLoader.
Consider the following updates, with this method call added:
const mtl_loader = new THREE.MTLLoader();
mtl_loader.setTexturePath('bar/');
mtl_loader.setPath('bar/');
mtl_loader.load('floor.mtl', function(materials) {
// Add this (see link below for more detail)
materials.preload()
const obj_loader = new THREE.OBJLoader();
obj_loader.setMaterials(materials);
obj_loader.setPath('bar/');
obj_loader.load('floor.obj', function(object) {
scene.add(object);
})
});
Here is a link to the THREE source code which shows the inner workings of .preload() - hope this helps!

It turned out to be an issue with the UV mapping of the texture. In Blender, you can create a texture, and Blender will show the texture in 'render' mode, even if the UV map is not set (It will wrap automatically).
Blender showing render, even without UV Map
This was especially frustrating because I had these settings when exporting the file:
export settings for OBJ
The MTL and OBJ file appeared to have all the content in it, but by manually UV mapping the texture (instead of using a simple repeat in the "texture" menu) the issue was resolved when I exported again.
UV/Image editor needed to be used
Sorry for any confusion that may have caused. I hope it helps anyone who has the same issue exporting from Blender.

Related

three.js load glb warning 'format' is not a property of this material

three.js is throwing three.module.js:7950 THREE.MeshStandardMaterial: 'format' is not a property of this material. when I load a .glb I made in blender.
Everything else works as expected. What dose this error mean? could it be that some property of my material I set in blender is not supported by threejs?
const loader = new GLTFLoader();
loader.load( '/myguy.glb', function ( gltf ) {
scene.add(gltf.scene);
const myguyMesh = gltf.scene.children.find((child) => child.name === "Human_Mesh");
}, undefined, function ( error ) {
console.error( error );
} );
i found this https://threejs.org/docs/#api/en/materials/Material
.format : Number
When this property is set to THREE.RGBFormat, the material is considered to be opaque and alpha values are ignored. Default is THREE.RGBAFormat.
but I don't really know where to go from here.
edit: i sort of know where to go from here.
there is some irrelevant(ish) glb property of my materials that is not accepted by three
I actually had the same problem as you! The first problem I can think of for it is that you had a texture for the object, and the code is trying to access it but can't get it, perhaps since it is in a different folder, etc. Another possibility is that the code is trying to access the texture through files that changed when exported. Good luck! -Codeitfast
mismatch between GLTFLoader version and three, I had a old three.js version, after updating it stopped

Three.js materialLoader doesn't load embedded texture image

I'm exporting a three.js material using material.toJSON() provided method, this is the result:
{
"metadata":{"version":4.5,"type":"Material","generator":"Material.toJSON"},
"uuid":"8E6F9A32-1952-4E12-A099-632637DBD732",
"type":"MeshStandardMaterial",
"color":11141120,
"roughness":1,
"metalness":0.5,
"emissive":0,
"map":"876D3309-43AD-4EEE-946F-A8AE8BA53C9E",
"transparent":true,"depthFunc":3,"depthTest":true,"depthWrite":true,
"textures":[
{
"uuid":"876D3309-43AD-4EEE-946F-A8AE8BA53C9E",
"name":"",
"mapping":300,
"repeat":[1,1],
"offset":[0,0],
"center":[0,0],
"rotation":0,
"wrap":[1001,1001],
"minFilter":1008,
"magFilter":1006,
"anisotropy":1,
"flipY":true,
"image":"C6B4FEDA-8E7E-490A-A1AD-866ECE36E952"}],
"images":[
{
"uuid":"C6B4FEDA-8E7E-490A-A1AD-866ECE36E952",
"url":"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAgAAAAEACAYAAADFkM5nAAAg[...]"
}]}
I try to use MaterialLoader as the example suggest
https://threejs.org/docs/#api/loaders/MaterialLoader
but at parsing time I always get this error
THREE.MaterialLoader: Undefined texture
876D3309-43AD-4EEE-946F-A8AE8BA53C9E
I'm I wrong if I expect from the MaterialLoader to use the embedded resources?
I'm doing it wrong or missing something?
How can I also load the images in the json file into the related texture?
Thanks!
here a fiddle:
http://jsfiddle.net/akmcv7Lh/211/
Notice that MaterialLoader is not able to load textures. It expects that textures are set via MaterialLoader.setTextures() before loading a JSON file like ObjectLoader does:
const loader = new MaterialLoader();
loader.setTextures( textures );
So MaterialLoader can only be used as a standalone loader if the respective materials have no textures. Otherwise you have to prepare the textures on app level similar how ObjectLoader does.

Three.js loaded .obj does not show after updated to r67

My initial version of three.js is r62, and I can load and show my .obj Objects with .mtl file to the scene correctly.
However, after updating the three.js to r67 (with the OBJMTL loader), my object become unable to render on the scene. I tried to revert everything as the same as the code inside example in webgl_loader_obj_mtl.html from the official:
var loader = new THREE.OBJMTLLoader();
//The exmaple object
//loader.load( 'obj/male02/male02.obj', 'obj/male02/male02_dds.mtl'
//My object
loader.load( '../../my_model/my_model.obj"
, "../../my_model/my_model.mtl"
,function(object){
object.position.y = - 80;
scene.add( object );
}
);
It comes very wield that the example object comes from webgl_loader_obj_mtl.html can be loaded and showed in r67. But for my .obj file, the chrome console message shows that the files are successfully loaded, but it does not show up on the scene.
What would be the problem here? Does there are any limitation/format differences between r62 and r67 in importing .obj and .mtl files?
Looking forward for help, many thanks!

THREE.js Imported model doesn't apply face textures

I'm trying to import a model that was exported from blender using the THREEJS exporter.
So far the model loads and appears in my scene with the materials being applied correctly (Car is yellow as it's supposed to be and the glass is transparent as it's supposed to be.)
But it's not applying my textures to the car which are saved in .tga form.
If I DO NOT include the textures in my server directory where the model is i will get this error:
http://novsstudio.com/race/model//wheel.tga 404 (Not Found)
Notice it has two /'s after model.
I'm not sure if this is my problem, and I don't know how to fix it.
But when I upload my textures to /race/model/ all the textures are DOWNLOADED as seen in the Network tab in Chrome but are not applied to the model.
I believe maybe threejs cant find them because it's looking for them in /race/model//?
Here's my code to import the model:
var jsonLoader = new THREE.JSONLoader();
jsonLoader.load( "model/car.js", addModelToScene );
// addModelToScene function is called back after model has loaded
var ambientLight = new THREE.AmbientLight(0xFFFFFF);
scene.add(ambientLight);
ambientLight.position.set(0, 500, 200);
function addModelToScene( geometry, materials )
{
var material = new THREE.MeshFaceMaterial( materials );
android = new THREE.Mesh( geometry, material );
android.scale.set(10,10,10);
scene.add( android );
}
To see a live example of what it looks like now go to http://novsstudio.com/race
You can also view the source there too to get the full source and you can also browse my directories to see where i have all my files at http://novsstudio.com/race/model
Thank for the help let me know if you need more information.
Tip: You can move the camera at my website by clicking and holding/dragging to see the whole model.
See the TGALoader located in the examples/js/loaders directory.
Example: http://threejs.org/examples/webgl_materials_texture_tga.html.
Alternatively, you can convert you TGA files to PNGs and modify the JSON file accordingly.
EDIT: Updated to three.js r.68

Parameterizing and editing a model using ThreeJS or X3DOM in the browser

I am using ThreeJs to render some STL files in the browser.
I am trying to figure out if I can add parameters to these models, so that I can edit these models using ThreeJs or X3DOM.
For example I have a cube and I want to add a text parameter to this cube.
When the text parameter is passed to ThreeJS, it embosses the text on the cube at a specific location.
I don't mind converting the STL files to the ThreeJS model Js file or X3D files as long as I can parameterize the rendering to add text to the basic structure.
I want to know if anyone has had experience doing this kind of 3D parameterization.
Is this possible in ThreeJS or X3DOM?
If yes, then is there any documentation that I could use to achieve this?
If these libraries cannot handle this case, then are there any other libraries which can achieve the same?
Edit
My question is more about how I can add parameters to the model itself. Can we have parameters in ThreeJS models themselves, which ThreeJS understands out of the box. Let me ignore the text example, if I consider a simple cube in a model file, is there a way to make Threejs understand its side length as param from the model, and any changes to this param automatically gets reflected into the visualization. I.e. IF I change the side length from 1 to 3, Threejs renders a larger cube.
I'm not sure it answers your question, but personally I would create a subclass of an empty 3D object, and apply your effects programmatically, after the base model is loaded.
Here's how I do with three.js (ideally, this is in a separated file) :
var EmbossedCube = function( text, onLoaded ) {
THREE.Object3D.apply(this);
var self = this;
var loader = new THREE.STLLoader();
loader.addEventListener( 'load', function ( event ) {
var material = new THREE.MeshPhongMaterial( { ambient: 0xff5533 } );
// apply effects on the material, or the geometry
// according to `text`
var mesh = new THREE.Mesh( event.content, material );
// transform the mesh locally if needed
self.add( mesh );
onLoaded && onLoaded( self );
} );
loader.load( './model.stl' );
};
EmbossedCube.prototype = Object.create( THREE.Object3D.prototype );
// methods of EmbossedCube
EmbossedCube.prototype.constructor = THREE.Object3D;
Then you can create such an object, and add it to your scene:
var cube = new EmbossedCube("beep", function(obj){
// you can translate/rotate the object if needed
scene.add( obj );
});
It could be not the simplest way to do it, but I think it offers a good reusability on the long term.
Explore the va3c viewer, which has options for opening files from REVIT, grasshopper etc.
You might try opening your files first in Rhino + GH, then creating those parameters that you need and then importing it using va3c.
This is a hunch and I cannot try until you give an actual file with details about the usecase.
Tell me if this works. ;)

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