I would like to render two canvases as textures on a plane in three.js. I created an array with two MeshBasicMaterial and did the following
texture2 = new THREE.Texture(c1);
texture3 = new THREE.Texture(c3);
var mat1 = new THREE.MeshBasicMaterial({ map: texture2 });
var mat2 = new THREE.MeshBasicMaterial({ map: texture3 });
materials.push(mat1);
materials.push(mat2);
mesh2 = new THREE.Mesh(geometry2, new THREE.MeshFaceMaterial( materials ));
scene2.add(mesh2);
renderer2 = new THREE.WebGLRenderer({canvas:c2});
renderer2.setSize(c2.width, c2.height);
document.body.appendChild(renderer2.domElement);
I created this jsfiddle example to show my actual problem. The second texture isn't rendered on canvas2, but I want to show both textures on it.
Reason
The reason why the second texture is not rendered is because it doesn't know which faces to assign the first or second material to, so by default it gives the first material to all of them.
Solution
Update Three.js to latest build (r76). You're are now running r54
Loop through all faces and assign them a materialIndex(Face3)
Use THREE.MultiMaterial instead of THREE.MeshFaceMaterial:
mesh2 = new THREE.Mesh(geometry2, new THREE.MultiMaterial( materials ));
Related
I am attempting to make one 3D model orbit another, but as soon as I change my mesh from a wireframe box to a 3D Model's geometry it disappears.
//this is inside a GLTFLoader.load (glftLoader.load('<model path>', (gltfScene) => {)
var geometry = new THREE.BoxGeometry(1, 1, 1);
var material = new THREE.MeshBasicMaterial( {
color: 0xffffff,
wireframe: true
});
let pivot = new THREE.Object3D()
pivot.rotation.z = 0;
gltfScene.scene.add(pivot);
//let mesh = new THREE.Mesh(geometry, material); WORKING LINE
let mesh = new THREE.Mesh(gltfScene.scene.geometry, gltfScene.scene.material);
mesh.position.y = 2;
pivot.add(mesh);
What am I doing wrong? I get no errors, I have a feeling it may be to do with the scale of the 3D model but I'm unsure. Am I getting the geometry and material properties correctly?
let mesh = new THREE.Mesh(gltfScene.scene.geometry, gltfScene.scene.material);
I suppose this line breaks your code since gltfScene.scene (the result of GLTFLoader's onLoad() callback) is an instance of THREE.Group which has no material or geometry property.
A glTF asset can hold more than one mesh so if you really want to extract the geometries and materials from it, you have to traverse through gltfScene.scene and process all meshes.
I would really like to have something like this:
Where the checkered background is the texture, and the jar is a cylinder with the texture on it like so.
I really don't know too much about three.js, so I am not sure about exactly what information I have to give. I am using THREE.OrthographicCamera, if that helps! Also, I have to use THREE.VideoTexture() for this.
What I Originally Did:
var material = THREE.MeshBasicMaterial({
//material-related stuff here
map: new THREE.VideoTexture(video)
});
What I Got:
What I want(With a cylinder instead of a sphere):
What's wrong with just applying the texture to the .map material property?
var geom = new THREE.CylinderGeometry(5, 5, 20, 32);
var mat = new THREE.MeshBasicMaterial({
map: new THREE.TextureLoader().load( "textures/checkered.jpg" )
});
var mesh = new THREE.Mesh(geom, mat);
I want to create a box mesh on the three.js scene, where points of the box mesh will be the same as bounding box of some existing object on the scene.
I have tried to create box mesh from box3 in the way displayed bellow, but i dont get the right result:
var threeObject = existing object on the scene;
var boundingBox = new THREE.Box3();
boundingBox.setFromObject(threeObject);
var geometry = new THREE.BufferGeometry();
var vertices = new Float32Array( [
boundingBox.min.x, boundingBox.min.y, boundingBox.min.z,
boundingBox.min.x, boundingBox.max.y, boundingBox.min.z,
boundingBox.min.x, boundingBox.min.y, boundingBox.max.z,
boundingBox.min.x, boundingBox.max.y, boundingBox.max.z,
boundingBox.max.x, boundingBox.min.y, boundingBox.min.z,
boundingBox.max.x, boundingBox.max.y, boundingBox.min.z,
boundingBox.max.x, boundingBox.min.y, boundingBox.max.z,
boundingBox.max.x, boundingBox.max.y, boundingBox.max.z,
] );
geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
var material = new THREE.MeshBasicMaterial( { color: 0xff0000 } );
var mesh = new THREE.Mesh( geometry, material );
viewer.scene.add(mesh);
How can I create mesh box from box3? Thank you very much for your help!
In Three.js there's no automatic way to turn Box3 into a regular BoxBufferGeometry but here's how it worked for me
const threeObject = existing object on the scene;
const box3 = new THREE.Box3();
// conform to the object size like it's a boundingBox
box3.setFromObject(threeObject);
// make a BoxBufferGeometry of the same size as Box3
const dimensions = new THREE.Vector3().subVectors( box3.max, box3.min );
const boxGeo = new THREE.BoxBufferGeometry(dimensions.x, dimensions.y, dimensions.z);
// move new mesh center so it's aligned with the original object
const matrix = new THREE.Matrix4().setPosition(dimensions.addVectors(box3.min, box3.max).multiplyScalar( 0.5 ));
boxGeo.applyMatrix(matrix);
// make a mesh
const mesh = new THREE.Mesh(boxGeo, new THREE.MeshBasicMaterial( { color: 0xffcc55 } ));
The vertices array in your code holds vertex data but they actually represent face/triangle definitions. Hence, rendering just this geometry data results in a few random triangles (not visualizing a box).
You can solve this problem by adding an index to your geometry which will represent the face definitions based on your vertices. To understand this topic, you have to know the difference between indexed and non-indexed geometries. I suggest you study the official documentation page of THREE.BufferGeometry. There are for each type of geometry official code examples.
three.js R107
what works:
I am using threejs revision 73.
I want to render a tool with the WebGLRenderer.
The tool consists of 3 Meshes. Each mesh consists of a BufferGeometry and a MeshLambertMaterial:
var geometry = new THREE.BufferGeometry();
var material = new THREE.MeshLambertMaterial();
var mesh = new THREE.Mesh(geometry, material);
The result looks like the following:
what I want to archive:
Now I want to make the tool look more realistic by applying a Texture ("img/tablereflection.bmp", grayscale 256x256px, bmp). I am unsure what is the best approach if I want this texture to affect my reflectivity behavior.
What I do, is:
var geometry = new THREE.BufferGeometry();
var material = new THREE.MeshLambertMaterial({
map: new THREE.TextureLoader().load("img/tablereflection.bmp")
});
var mesh = new THREE.Mesh(geometry, material);
But the result looks like that:
That is not what I want to have. It should look like:
Can someone tell me please, what I might be missing?
Edits
My light function is
function initLight(scene, camera) {
var ambientLight = new THREE.AmbientLight(0x555555);
scene.add(ambientLight);
var leftLight = new THREE.PointLight(0x888888, 0.7, 0);
leftLight.position.set(-2, 5, 2);
camera.add(leftLight);
var rightLight = new THREE.PointLight(0x888888, 0.7, 0);
rightLight.position.set(2, 5, 2);
camera.add(rightLight);
}
I've already tried to use The material browser for MeshLambertMaterial and possibly was able to archieve what I wanted as you can see here using these settings , but as you can see the Type is now empty and so I am not sure what happens behind the scene. Where is the error? Im glad for any hints.
In html, I use JSONLoader to load my obj(.js file exporting from Blender 2.66). After loading my obj, I use ThreeCSG to subtract a cube. The effect I want to achieve is like cross-section. Now csg operations work fine. The problem is that I can't remain the original color after csg operations.
For example, after A subtract B, I hope that the mesh remain the materials of A, somewhat similar to the image(a.subtract(b)) csg.js website shows. The difference is I hope it all red (A's materials). However, it may be more complicated because my obj has several colors and more complex geometry.
Here is a part of my code.
loader.load( "obj/blenderscene/FinFET2.4.js", createScene1 );
function createScene1( geometry, materials ) {
mesh = new THREE.Mesh( geometry, new THREE.MeshFaceMaterial( materials ) );
var mesh_bsp = new ThreeBSP(mesh);
var cube_geometry = new THREE.CubeGeometry( 2.5,7 , 7 );
cube_geometry = new THREE.Mesh( cube_geometry ,new THREE.MeshLambertMaterial( { color: 0xff11ff, opacity: 0.9, shading: THREE.FlatShading, wireframe: true, wireframeLinewidth: 2, transparent: true } ) );
var cube_bsp = new ThreeBSP( cube_geometry );
var subtract_bsp = mesh_bsp.subtract( cube_bsp );
var result = subtract_bsp.toMesh( new THREE.MeshFaceMaterial(materials) );
result.geometry.computeVertexNormals();
scene.add( result );
}
The version of three.js is R55.
Sorry for my poor English.I really need some help.Hope you can understand what I mean.
Thank you all.
set the material indexes correctly.
How to:
Add the cube material to the materials
loop over result.geometry.faces as searchFace
search for a face with same vertices as searchFace in geometry.faces
if found then add the materialindex of the face to searchFace
if not found, search for a face with 2 of the same vertices as searchFace in geometry.faces
if found then add the materialindex of the face to searchFace
if not found, search for a face with 1 of the same vertices as searchFace in geometry.faces
if found then add the materialindex of the face to searchFace
if not found add the material index of the cube material