MeshPhongMaterial doesn't appear - javascript

I am a beginner in THREE.js, I want to create a sphere which I will use to create globe with texture but I'm stuck when creating MeshPhongMaterial it appears nothing. Otherwise when I'm using MeshBasicMaterial it appears,
And this is my code
var mainScene, camera, aspect, renderer;
mainScene = new THREE.Scene();
aspect = window.innerWidth / window.innerHeight;
camera = new THREE.PerspectiveCamera(40, aspect, 0.1, 100);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
var canvasContainer = document.getElementById("canvasContainer");
canvasContainer.appendChild(renderer.domElement);
var mesh = new THREE.Mesh(
new THREE.SphereGeometry(0.5,32,32),
new THREE.MeshPhongMaterial({
color: 0x00ff00,
wireframe: true
})
);
mainScene.add( mesh );
camera.position.z = 5;
var render = function(){
requestAnimationFrame(render);
renderer.render(mainScene, camera);
}
render();
I don't know what's wrong with this code and should I use MeshPhongMaterial to do it?
Thank you

MeshPhongMaterial requires scene lights.
Here is one way, but look at the three.js examples.
// ambient
scene.add( new THREE.AmbientLight( 0xffffff, 0.1 ) );
// light
var light = new THREE.PointLight( 0xffffff, 1 );
camera.add( light );
scene.add( camera ); // required because the camera has a child
three.js r.84

Related

How to add HemisphereLight to a simple threejs scene?

I'm trying to add light and see its changes in a simple scene in threejs but no matter the intensity or the color I set for the light, I see no change. Actually, if I don't include the light code, nothing changes as well, so why is HemisphereLight not working in my case?
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 200, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var planeGeometry = new THREE.PlaneGeometry(25, 60, 20, 20);
var planeMaterial = new THREE.MeshBasicMaterial({color:"green"})
var plane = new THREE.Mesh( planeGeometry, planeMaterial );
var light = new THREE.HemisphereLight(0xffffff, 0x000000, 2);
scene.add(light);
scene.add(plane);
plane.rotateZ(Math.PI/2)
camera.position.z = 10;
scene.background = new THREE.Color(0xffffff);
var render = function (time) {
requestAnimationFrame( render );
renderer.render(scene, camera);
};
render();
What version of Three.JS do you use?
I made a JSFiddle with your code, using only Javascript and Three.js version 105 and everything worked, when I used Three.JS version r54, it indeed didn't work.
Sorry that I ask this question like this, can't comment yet haha.
I'll remove this if asked
You can check what version you're using with:
console.log(THREE. REVISION)
<script src="https://threejs.org/build/three.js"></script>
<script type="module">
console.log(THREE. REVISION)
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera( 200, window.innerWidth/window.innerHeight, 0.1, 1000 );
var renderer = new THREE.WebGLRenderer();
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
var planeGeometry = new THREE.PlaneGeometry(25, 60, 20, 20);
var planeMaterial = new THREE.MeshBasicMaterial({color:"green"})
var plane = new THREE.Mesh( planeGeometry, planeMaterial );
var light = new THREE.HemisphereLight(0xffffff, 0x000000, 2);
scene.add(light);
scene.add(plane);
plane.rotateZ(Math.PI/2)
camera.position.z = 10;
scene.background = new THREE.Color(0xffff00);
var render = function (time) {
requestAnimationFrame( render );
renderer.render(scene, camera);
};
render();
</script>
All of this goes into 1 HTML File.

Three.js - CanvasRenderer not rendering Mesh with multiple materials

I have a problem with CanvasRenderer rendering a Mesh that has multiple materials applied to a BoxBufferGeometry. It renders a Mesh with no materials applied. This is only problem with CanvasRenderer, when I use the same Mesh with WebGLRenderer all works as expected.
Here's an example code:
// three.js: multiple materials on a single mesh
var renderer, scene, camera, mesh;
init();
render();
function init() {
// renderer
renderer = new THREE.CanvasRenderer( { alpha: true } );
renderer.setSize( window.innerWidth / 2, window.innerHeight );
document.body.appendChild( renderer.domElement );
// scene
scene = new THREE.Scene();
// camera
camera = new THREE.PerspectiveCamera( 40, (window.innerWidth / 2) / window.innerHeight, 1, 1000 );
camera.position.set( 15, 20, 30 );
camera.lookAt(scene.position);
scene.add( camera );
// ambient
scene.add( new THREE.AmbientLight( 0xffffff, 0.1 ) );
// light
camera.add( new THREE.PointLight( 0xffffff, 1 ) );
// geometry
var geometry = new THREE.BoxBufferGeometry( 10, 10, 10 );
// materials
var material0 = new THREE.MeshBasicMaterial({ color: 0xff0000 });
var material1 = new THREE.MeshBasicMaterial({ color: 0x00ff00 });
var material2 = new THREE.MeshBasicMaterial({ color: 0x0000ff });
var material3 = new THREE.MeshBasicMaterial({ color: 0xffff00 });
var material4 = new THREE.MeshBasicMaterial({ color: 0x00ffff });
var material5 = new THREE.MeshBasicMaterial({ color: 0xff00ff });
var materials = [ material0, material1, material2, material3, material4, material5 ];
// mesh
mesh = new THREE.Mesh( geometry, materials );
scene.add( mesh );
}
function render() {
requestAnimationFrame(render);
mesh.rotation.x += 0.005;
mesh.rotation.y += 0.01;
renderer.render( scene, camera );
}
I've also made this fiddle
Where you can see exactly what I'm talking about. In the fiddle there's a Mesh(cube) that has all 6 groups(sides) in different material(color), and that same Mesh is rendered with WebGLRenderer(left) and CanvasRenderer(right).
Can someone with more experience help me understand this.
Am I doing something wrong?
Is there some limitation with CanvasRenderer that disables it to render such a Mesh, and if so, how would I achieve this effect in some other way?
Is this a bug, and should I report it as an issue on three.js repository?
Thanks for your help!
Note:
I'm new to Three.js, so I apologize if I made some obvious mistake.
CanvasRenderer is crucial for me as I use phantom.js to capture some screenshots.
Three.js r93
CanvasRenderer does not appear to support BufferGeometry and multi-materials.
A work-around is to use Geometry, instead.
var geometry = new THREE.BoxGeometry( 10, 10, 10 );
three.js r.93

Three.JS Panorama Doesn't Resize Properly on Mobile

So I'm currently working with Three.Js and it's device orientation library to create a panorama that one can navigate by moving their phone. The issue I'm having is that this is what I want it to look like:
Proper Panorama
and when the page loads for the first time, it does this properly. However, when I refresh the page it turns to this:
Panorama on Refresh
My friend looked at it and said that it has something to do with the camera not resizing properly for mobile. But I've looked and can't find anything that goes in depth about what to do for the Camera Resize for mobile. Here's my code:
<script src="../build/three.min.js"></script>
<script src="js/controls/DeviceOrientationControls.js"></script>
<script src="js/renderers/THREEx.WindowResize.js"></script>
(function() {
"use strict"
window.addEventListener('load', function() {
var container, camera, scene, renderer, controls, geometry, mesh;
var animate = function(){
window.requestAnimationFrame( animate );
controls.update();
renderer.render(scene, camera);
};
container = document.getElementById( 'container' );
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 1, 1100);
controls = new THREE.DeviceOrientationControls( camera );
scene = new THREE.Scene();
var geometry = new THREE.SphereGeometry( 500, 16, 8 );
geometry.applyMatrix( new THREE.Matrix4().makeScale( -1, 1, 1 ) );
var material = new THREE.MeshBasicMaterial( {
map: THREE.ImageUtils.loadTexture( 'textures/2294472375_24a3b8ef46_o.jpg' )
} );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var geometry = new THREE.BoxGeometry( 100, 100, 100, 4, 4, 4 );
var material = new THREE.MeshBasicMaterial( { color: 0xff00ff, side: THREE.BackSide, wireframe: true } );
var mesh = new THREE.Mesh( geometry, material );
// scene.add( mesh );
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.domElement.style.position = 'absolute';
renderer.domElement.style.top = 0;
container.appendChild(renderer.domElement);
Specific Camera Stuff
window.addEventListener('resize', function() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}, false);
THREEx.WindowResize(renderer, camera);
controls.connect();
animate();
}, false);
})();
Any ideas of how to make it so that it resizes properly no matter what?
Try to set the pixel ratio when you are creating the renderer:
renderer.setPixelRatio(window.devicePixelRatio);

THREE.js Triangle is Black

So i was using THREE.JS and created a triangle. But even though i gave it color: 0xFF0000, it appears black on Screen.
Here is my Script:
var camera, scene, renderer;
var geometry, material, mesh;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(35, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.z = 500;
scene.add(camera);
var geometry = new THREE.Geometry(200,200,200);
var v1 = new THREE.Vector3(200,0,0); // Vector3 used to specify position
var v2 = new THREE.Vector3(-100,0,0);
var v3 = new THREE.Vector3(0,50,0); // 2d = all vertices in the same plane.. z = 0
// Push vertices represented by position vectors
geometry.vertices.push(v1);
geometry.vertices.push(v2);
geometry.vertices.push(v3);
// Push face, defined with vertices in counter clock-wise order
geometry.faces.push(new THREE.Face3(0, 2, 1));
// Create a material and combine with geometry to create our mesh
var redMat = new THREE.MeshLambertMaterial({color: 0xFF0000});
var triangle = new THREE.Mesh(geometry, redMat);
scene.add(triangle);
renderer = new THREE.CanvasRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
}
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
renderer.render(scene, camera);
}
Hope you can find the mistake i made. I am sure it's just something really stupid.
late to the party...but for all who come after me.
The issue here is the type of material used
change
new THREE.MeshLambertMaterial({color: 0xFF0000});
to
new THREE.MeshBasicMaterial({color: 0xFF0000});
and it will show up red
Even I've struggled from this problem for sometime. The solution for me was to add an ambient light to the scene if you're using Lambert Material.
Just add:
var light = new THREE.AmbientLight(0xffffff);
scene.add(light);
Try add computeFaceNormals call upon geometry object:
geometry.computeFaceNormals();
*from https://stackoverflow.com/a/49226898/2154075

Issue with custom geometry and face normal

I'm quite new to ThreeJS and I have a small issue (probably wrong usage). I'm trying to create a custom geometry and define the faces normals by myself.
I create one normal in one direction and the other one in the opposite direction, as my Mesh is not 2 sided I expect to see only one of the face, however I can see both of them... Any Idea of what I'm doing wrong ?
Thanks!
<body>
<script src="../build/Three.js"></script>
<script src="js/Stats.js"></script>
<script>
var container, stats;
var camera, scene, renderer;
container = document.createElement( 'div' );
document.body.appendChild( container );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
camera.up.x = 0;
camera.up.y = 0;
camera.up.z = 1;
camera.position.x = 300;
camera.position.y = -1000;
camera.position.z = 1000;
camera.lookAt(new THREE.Vector3(300, 250, 0));
scene.add( camera );
var light, geometry, material;
scene.add( new THREE.AmbientLight( 0x404040 ) );
light = new THREE.DirectionalLight( 0xffffff );
light.position.set( 0, 1, 0 );
scene.add( light );
material = new THREE.MeshBasicMaterial( { color: 0xFFFF00, wireframe: false, transparent: false, opacity: 1 } );
geometry = new THREE.Geometry();
geometry.vertices.push(new THREE.Vector3(0,0,0));
geometry.vertices.push(new THREE.Vector3(600,0,0));
geometry.vertices.push(new THREE.Vector3(0,-500,0));
geometry.vertices.push(new THREE.Vector3(600,-500,0));
var face;
face = new THREE.Face3(0,2,1);
face.normal.set(0,0,-1);
geometry.faces.push(face);
face = new THREE.Face3(2,3,1);
face.normal.set(0,0,1);
geometry.faces.push(face);
geometry.computeCentroids();
//geometry.computeFaceNormals();
//geometry.computeTangents();
var mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
renderer.render( scene, camera );
</script>
</body>
WebGLRenderer uses the vertex order in which you created the face for defining the orientation instead of the normal. Try doing this:
face = new THREE.Face3(2,1,3);

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