Okay. I'm clearly missing something here. I'm simply trying to get this code to cast shadows. I've turned on receive shadows and cast shadows for the cube and the floor but it still isn't showing. This shouldn't be this hard. I've used casting shadows before however I'm clearing missing something here. Any ideas would help. I'm at a loss because I know casting shadows isn't that hard. I must be missing something obvious.
Thanks in advance.
var camera, scene, renderer;
var RED = 0xff3300;
init();
render();
function init() {
renderer = new THREE.WebGLRenderer();
//renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize(window.innerWidth, window.innerHeight);
-
document.body.appendChild(renderer.domElement);
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 15000);
camera.position.set(1000, 500, 1000);
camera.lookAt(new THREE.Vector3(0, 200, 0));
scene = new THREE.Scene();
scene.background = new THREE.Color(0xcccccc);
var light = new THREE.SpotLight(0xdddddd, 1);
light.position.set(50, 600, 50);
scene.add(light);
var coloredCube = createCube(100, 100, 100, 0, 300, 0, 0, RED);
coloredCube.castShadow = true;
coloredCube.receiveShadow = true;
scene.add(coloredCube);
//create floor
var planeFloor = createSizedPlane(1000, 1000);
planeFloor = preparePlaneForScene(planeFloor, Math.PI / -2, 0, 0, 0, 0, 0);
planeFloor.castShadow = true;
planeFloor.receiveShadow = true;
scene.add(planeFloor);
}
function render() {
renderer.render(scene, camera);
}
function createSizedPlane(xSize, zSize, numberOfSegments) {
var planeGeometry = new THREE.PlaneGeometry(xSize, zSize, numberOfSegments);
planeGeometry.receiveShadow = true;
planeGeometry.castShadow = true;
var material = new THREE.MeshStandardMaterial({
roughness: 0.8,
color: 0xffffff,
metalness: 0.2,
bumpScale: 0.0005,
opacity: 1, transparent: false
}
);
return new THREE.Mesh(planeGeometry, material);
}
function preparePlaneForScene(plane, xRotation, yRotation, zRotation, xPosition, yPosition, zPosition) {
plane.rotation.x = xRotation;
plane.rotation.y = yRotation;
plane.rotation.z = zRotation;
plane.position.x = xPosition;
plane.position.y = yPosition;
plane.position.z = zPosition;
return plane;
}
function createCube(xSize, ySize, zSize, xPosition, yPosition, zPosition, yRotation, color) {
var cubeGeometry = new THREE.BoxGeometry(xSize, ySize, zSize);
var cubeMaterial = new THREE.MeshLambertMaterial({color: color});
var cube = new THREE.Mesh(cubeGeometry, cubeMaterial);
cube.position.x = xPosition;
cube.position.y = yPosition;
cube.position.z = zPosition;
cube.rotation.y = yRotation;
cube.castShadow = true;
cube.receiveShadow = true;
return cube;
}
Enable shadowMap for renderer and casting shadow for light:
renderer.shadowMap.enabled = true;
renderer.shadowMap.type = THREE.PCFShadowMap;
spotLight.castShadow = true;
spotLight.shadow = new THREE.LightShadow(new THREE.PerspectiveCamera(60, 1, 1, 2500));
spotLight.shadow.bias = 0.0001;
spotLight.shadow.mapSize.width = 1024;
spotLight.shadow.mapSize.height = 1024;
THREE.SpotLightShadow should work too.
For directional light you would need orthographic projection (or use THREE.DirectionalLightShadow).
Related
I would like to make IcosahedronGeometry in three.js and reflect an image on the front side of the geometry.
I already made a IcosahedronGeometry and made it rotate on it's axis.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
// RENDERER
var renderer = new THREE.WebGLRenderer({
antialias: true
});
// RENDERER - SIZE OF CANVAS
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor('#ffffff');
document.body.appendChild(renderer.domElement);
// RESPONSIVE RENDERING
window.addEventListener('resize', () => {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
});
var groundMaterial = new THREE.MeshPhongMaterial({
shininess: 100,
color: 0xffffff,
specular: 0xffffff
});
const cubeCamera = new THREE.CubeCamera(75, 1000, 512);
scene.add(cubeCamera);
// GEOMETRY
var geometry = new THREE.IcosahedronGeometry(2, 1);
var material = new THREE.MeshStandardMaterial({
color: 0x98bbbd,
side: THREE.FrontSides,
roughness: 1,
metalness: 0.5,
envMap: cubeCamera.renderTarget
});
material.roughness = 0;
material.metalness = 1;
material.flatShading = true;
material.envMap = cubeCamera.renderTarget.texture;
var sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
console.log(sphere.position);
console.log(cubeCamera.position);
cubeCamera.position.copy(sphere.position);
cubeCamera.update(renderer, scene);
// FLOOR
var floorTexture = new THREE.ImageUtils.loadTexture('images/woman.png');
// floorTexture.wrapS = floorTexture.wrapT = THREE.RepeatWrapping;
// floorTexture.repeat.set(1000, 1000);
var floorMaterial = new THREE.MeshBasicMaterial({
map: floorTexture,
side: THREE.BackSide
});
var floorGeometry = new THREE.PlaneGeometry(5, 5, 1, 1);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = 0;
floor.position.x = 0;
floor.position.z = 3;
scene.add(floor);
cubeCamera.lookAt(floor);
// CONTROLS
var orbit = new THREE.OrbitControls(camera, renderer.Mesh);
camera.position.z = 5;
// LIGHTS
var topLeftLight = new THREE.PointLight(0xffffff, 1, 1);
topLeftLight.position.set(-50, 50, -25);
scene.add(topLeftLight);
var topRightLight = new THREE.PointLight(0xffffff, 1, 10);
topRightLight.position.set(50, 150, -25);
scene.add(topRightLight);
var lightBottomRight = new THREE.PointLight(0xffffff, 1, 100);
lightBottomRight.position.set(40, -50, 25);
scene.add(lightBottomRight);
var lightBottomLeft = new THREE.PointLight(0xffffff, 1, 100);
lightBottomLeft.position.set(-40, -50, 25);
scene.add(lightBottomLeft);
var lightTopRight = new THREE.PointLight(0xffffff, 1, 100);
lightTopRight.position.set(40, 50, 25);
scene.add(lightTopRight);
var lightTopLeft = new THREE.PointLight(0xffffff, 1, 100);
lightTopLeft.position.set(-40, 50, 25);
scene.add(lightTopLeft);
var backLight = new THREE.PointLight(0xffffff, 1, 100);
backLight.position.set(0, 0, -25);
scene.add(backLight);
var light = new THREE.AmbientLight(0x404040, 2); // soft white light
scene.add(light);
// update function
function render() {
requestAnimationFrame(render);
sphere.rotation.x += 0.005;
sphere.rotation.y += 0.005;
sphere.visible = false;
cubeCamera.update(renderer, scene);
sphere.visible = true;
renderer.render(scene, camera);
}
render();
I would like to see a rotating IcosahedronGeometry which reflects an image on the front side. I tried adding a cube camera and pointing it at the PlaneGeometry with an image texture but nothing is reflecting.
I would like to simulate something like this, but it doesn't have to be exactly the same.
The desired result.
3 issues.
you have to call cubeCamera.update before you access cubeCamera.renderTarget.texture
The parameters to CubeCamera are new CubeCamera(near, far, size).
The code had new CubeCamera(75, 1000, 512) which means only things 75 to 1000 units away from the camera would be visible. The image plane you had is 3 units away so would not be visible.
You don't call lookAt with the CubeCamera as it's always looking in all directions.
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
1000
);
// RENDERER
var renderer = new THREE.WebGLRenderer({
antialias: true
});
// RENDERER - SIZE OF CANVAS
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor('#ffffff');
document.body.appendChild(renderer.domElement);
// RESPONSIVE RENDERING
window.addEventListener('resize', () => {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
});
var groundMaterial = new THREE.MeshPhongMaterial({
shininess: 100,
color: 0xffffff,
specular: 0xffffff
});
const cubeCamera = new THREE.CubeCamera(0.001, 10, 512);
scene.add(cubeCamera);
// GEOMETRY
var geometry = new THREE.IcosahedronGeometry(2, 1);
var material = new THREE.MeshStandardMaterial({
color: 0x98bbbd,
side: THREE.FrontSide,
roughness: 1,
metalness: 0.5,
});
cubeCamera.update(renderer, scene);
material.roughness = 0;
material.metalness = 1;
material.flatShading = true;
material.envMap = cubeCamera.renderTarget.texture;
var sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
// FLOOR
var loader = new THREE.TextureLoader();
var floorTexture = loader.load('https://i.imgur.com/UKBsvV0.jpg');
var floorMaterial = new THREE.MeshBasicMaterial({
map: floorTexture,
side: THREE.BackSide
});
var floorGeometry = new THREE.PlaneGeometry(5, 5, 1, 1);
var floor = new THREE.Mesh(floorGeometry, floorMaterial);
floor.position.y = 0;
floor.position.x = 0;
floor.position.z = 3;
scene.add(floor);
// CONTROLS
var orbit = new THREE.OrbitControls(camera, renderer.Mesh);
camera.position.z = 5;
// LIGHTS
var topLeftLight = new THREE.PointLight(0xffffff, 1, 1);
topLeftLight.position.set(-50, 50, -25);
scene.add(topLeftLight);
var topRightLight = new THREE.PointLight(0xffffff, 1, 10);
topRightLight.position.set(50, 150, -25);
scene.add(topRightLight);
var lightBottomRight = new THREE.PointLight(0xffffff, 1, 100);
lightBottomRight.position.set(40, -50, 25);
scene.add(lightBottomRight);
var lightBottomLeft = new THREE.PointLight(0xffffff, 1, 100);
lightBottomLeft.position.set(-40, -50, 25);
scene.add(lightBottomLeft);
var lightTopRight = new THREE.PointLight(0xffffff, 1, 100);
lightTopRight.position.set(40, 50, 25);
scene.add(lightTopRight);
var lightTopLeft = new THREE.PointLight(0xffffff, 1, 100);
lightTopLeft.position.set(-40, 50, 25);
scene.add(lightTopLeft);
var backLight = new THREE.PointLight(0xffffff, 1, 100);
backLight.position.set(0, 0, -25);
scene.add(backLight);
var light = new THREE.AmbientLight(0x404040, 2); // soft white light
scene.add(light);
// update function
function render() {
sphere.rotation.x += 0.005;
sphere.rotation.y += 0.005;
sphere.visible = false;
cubeCamera.update(renderer, scene);
sphere.visible = true;
renderer.render(scene, camera);
requestAnimationFrame(render);
}
render();
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r105/three.min.js"></script>
<script src="https://threejsfundamentals.org/threejs/resources/threejs/r105/js/controls/OrbitControls.js"></script>
I'm creating an HTML file integrating ThreeJs, basically I have created 4 Spheres, 1 of them projects the light, other 3 spheres turn in a wall. When the Spheres is behind the wall they should not reflect the light, what I supposed to do to solve this?
I've already try changing the materials of the Spheres which turns around the wall to Lambert and Phong, setting up castShadow to true, and recieveShadow to False
(function onLoad() {
var camera, scene, renderer, orbitControls;
init();
animate();
function init() {
camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 30, -100);
scene = new THREE.Scene();
scene.background = new THREE.Color(0xffffff);
scene.add(camera);
orbitControls = new THREE.OrbitControls(camera);
escena = scene;
esferaLuz = new THREE.SphereBufferGeometry(0.5, 16, 16);
luzUno = new THREE.SpotLight(0xFFFFFF, 1);
luzUno.angle = Math.PI / 12;
luzUno.penumbra = 0.05;
luzUno.decay = 2;
luzUno.position.set(-30, 40, -5);
mtLuzUno = new THREE.MeshBasicMaterial({color: 0xFFFFFF});
mallaLuzUno = new THREE.Mesh(esferaLuz, mtLuzUno);
luzUno.add(mallaLuzUno);
escena.add(luzUno);
luzUno.castShadow = true;
luzUno.shadow.mapSize.width = 1024;
luzUno.shadow.mapSize.height = 1024;
luzUno.shadow.camera.near = 10;
luzUno.shadow.camera.far = 200;
luzMap = new THREE.SpotLightHelper(luzUno);
escena.add(luzMap);
sombraMap = new THREE.CameraHelper(luzUno.shadow.camera);
escena.add(sombraMap);
var luzAmbiente = new THREE.AmbientLight( 0xffffff, 0.1 );
escena.add(luzAmbiente);
geometriaPlana = new THREE.CubeGeometry(100, 100, 2, 2);
mtPlano = new THREE.MeshLambertMaterial({color: 0x000000});
mtPlano.transparent = false;
mtPlano.depthWrite = true;
mallaPlano = new THREE.Mesh(geometriaPlana, mtPlano);
mallaPlano.rotation.x = -0.5*Math.PI;
mallaPlano.position.x = 15;
mallaPlano.position.y = 0;
mallaPlano.position.z = 0;
mallaPlano.receiveShadow = true;
escena.add(mallaPlano);
objEsfera = new THREE.SphereGeometry(5, 100, 100);
mtObjEsfera = new THREE.MeshPhongMaterial({color: 0xFFFFFF, specular:0xFFFFFF, shininess: 1024});
mallaObjEsfera3 = new THREE.Mesh(objEsfera, mtObjEsfera);
mallaObjEsfera3.position.set(20, 0, 0);
mallaObjEsfera3.castShadow = true;
mallaObjEsfera3.receiveShadow = false;
escena.add(mallaObjEsfera3);
objEsfera = new THREE.SphereGeometry(5, 100, 100);
mtObjEsfera = new THREE.MeshPhongMaterial({color: 0xF90E0E, specular:0xF90E0E, shininess: 512});
mallaObjEsfera2 = new THREE.Mesh(objEsfera, mtObjEsfera);
mallaObjEsfera2.position.set(5, 0, 0);
mallaObjEsfera2.castShadow = true;
mallaObjEsfera2.receiveShadow = false;
escena.add(mallaObjEsfera2);
objEsfera = new THREE.SphereGeometry(5, 100, 100);
mtObjEsfera = new THREE.MeshLambertMaterial({color: 0xF2E406});
mallaObjEsfera = new THREE.Mesh(objEsfera, mtObjEsfera);
mallaObjEsfera.position.set(-10, 0, 0);
mallaObjEsfera.castShadow = true;
mallaObjEsfera.receiveShadow = false;
escena.add(mallaObjEsfera);
renderer = new THREE.WebGLRenderer({antialias: true});
renderer.setPixelRatio( window.devicePixelRatio);
renderer.setClearColor(0xEEEEEE);
renderer.shadowMap.enabled = true;
renderer.shadowMap.renderReverseSided = false;
renderer.sortObjects = false
renderer.shadowMap.type = THREE.PCFSoftShadowMap;
renderer.setSize( window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
renderer.gammaInput = true;
renderer.gammaOutput = true;
window.onresize = function() {
renderer.setSize(window.innerWidth, window.innerHeight);
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
}
}
function animate() {
requestAnimationFrame(animate);
orbitControls.update();
render();
}
function render() {
renderer.render(scene, camera);
}
})();
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/103/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
I expect that when the spheres is behind the wall, don't show any type of reflects of light but when is on the front reflect the light .
One way to achieve your intended result is to work with shadows. So you have to set Object3D.castShadow and Object3D.receiveShadow to true for your spheres and your ground like in the following live example:
https://jsfiddle.net/85q3sfeg/
Also keep in mind that three.js does not support selective lighting so far. This issue was already discussed at github right here: https://github.com/mrdoob/three.js/issues/5180
Assuming all objects of your scene have a lit material applied, you can't define what light sources should affect what objects.
three.js R103
I have this code which should create a 3D form. The idea is that I have whatever coordinates stored into a vector in the same plan to which I should add a default height in order to make it 3D. As you can see I am a beginner in programming and this is the first time I use ThreeJS so can you tell me what am I doing wrong? Honestly I have no clue and I would like to know if there is another way of adding the default height to my 2D vector coordinates in order to make it 3D without using ThreeJS. Thank you!
$(document).ready(function(){
function storeCoordinate(x, y, array) {
array.push(x);
array.push(y);
}
var coords = [];
var z=500;
storeCoordinate(3, 5, coords);
storeCoordinate(10, 100, coords);
storeCoordinate(30, 120, coords);
storeCoordinate(3, 5, coords);
for (var i = 0; i < coords.length; i+=2) {
var x = coords[i];
var y = coords[i+1];
var canvas = document.getElementById('myCanvas');
var ctx = canvas.getContext('2d');
var shape = new THREE.Shape( coords );
ctx.moveTo(coords[i],coords[i+1]);
ctx.lineTo(coords[i+2],coords[i+3]);
ctx.stroke();
}
var render,mycanvas,scene,camera,renderer,light;
init();
animate();
function init(){
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 75, window.innerWidth/window.innerHeight, 1, 1000 );
var extrudedGeometry = new THREE.ExtrudeGeometry(shape, {amount: 5, bevelEnabled: false});
var extrudedMesh = new THREE.Mesh(extrudedGeometry, new THREE.MeshPhongMaterial({color: 0xff0000}));
scene.add(extrudedMesh);
document.body.onmousemove = function(e){
extrudedMesh.rotation.z = e.pageX / 100;
extrudedMesh.rotation.x = e.pageY / 100;
}
//lights
dirLight = new THREE.DirectionalLight(0xffffff);
dirLight.intensity = .9;
dirLight.position.set(500, 140, 500);
dirLight.castShadow = true;
dirLight.shadowMapHeight = 2048
dirLight.shadowMapWidth = 2048
dirLight.shadowDarkness = .15
spotLight = new THREE.PointLight( 0xffffff );
spotLight.intensity = .5
spotLight.position.set( -500, 140, -500 );
camera.add( spotLight)
camera.add(dirLight);
lighthelper = new THREE.DirectionalLightHelper(dirLight, 20);
lighthelper.children[1].material.color.set(0,0,0)
lighthelper.visible = false;
scene.add(lighthelper);
ambientLight = new THREE.AmbientLight( 0x020202, 1 );
scene.add( ambientLight );
light = new THREE.PointLight(0xffffff);
light.position.set(-100,200,100);
scene.add(light);
renderer = new THREE.WebGLRenderer({canvas: mycanvas});
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.autoRotate = true;
controls.enableZoom = true;
controls.enablePan = true;
controls.rotateSpeed = 3.0;
controls.zoomSpeed = 1.0;
controls.panSpeed = 2.0;
controls.enableDamping = true;
controls.dampingFactor = 0.25;
controls.minDistance = 1.1;
controls.maxDistance = 1000;
controls.keys = [65, 83, 68]; // [ rotateKey, zoomKey, panKey ]
}
function animate() {
window.requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
}
var loader = new THREE.OBJLoader();
});
Just an option of how you can do it, using THREE.ExtrudeGeometry():
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 3);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
var controls = new THREE.OrbitControls(camera, renderer.domElement);
var grid = new THREE.GridHelper(5, 10, "white", "gray");
grid.geometry.rotateX(Math.PI * 0.5);
scene.add(grid);
var points = [
new THREE.Vector2(0, 1),
new THREE.Vector2(1, 1),
new THREE.Vector2(1, 0)
]
var shape = new THREE.Shape(points);
var extrudeGeom = new THREE.ExtrudeGeometry(shape, {
amount: 0.5,
bevelEnabled: false
});
var mesh = new THREE.Mesh(extrudeGeom, new THREE.MeshBasicMaterial({
color: "aqua",
wireframe: true
}));
scene.add(mesh);
render();
function render() {
requestAnimationFrame(render)
renderer.render(scene, camera);
}
body {
overflow: hidden;
margin: 0;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/92/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
camera :
Camera = new THREE.PerspectiveCamera(45, Width / Height, 0.1, 10000);
Camera.position.set( 150, 400, 400);
Scene.add(Camera);
Light
Light = new THREE.SpotLight(0xffccff,.5, 0, Math.PI/2, 1);
Light.position.set(0, 2000, 0);
Light.castShadow = true;
Light.shadowBias = -0.0002;
Light.shadowCameraNear = 850;
Light.shadowCameraFar = 8000;
Light.shadowCameraFov = 600;
Light.shadowDarkness = .7;
Light.shadowMapWidth = 2048;
Light.shadowMapHeight = 2048;
Scene.add(Light);
Renderer
Renderer = new THREE.WebGLRenderer({
antialias: true,
sortObjects: false,
preserveDrawingBuffer: true,
shadowMapEnabled: true
});
document.body.appendChild(Renderer.domElement);
Renderer.shadowMap.type = THREE.PCFSoftShadowMap;
Renderer.shadowMap.cullFace = THREE.CullFaceBack;
Renderer.gammaInput = true;
Renderer.gammaOutput = true;
Renderer.setSize(window.innerWidth, window.innerHeight);
i use this function to add 3d model
function getModel(path,texture) {
var Material = new THREE.MeshPhongMaterial({shading: THREE.SmoothShading,
specular: 0xff9900,
shininess: 0,
side: THREE.DoubleSide,
shading: THREE.SmoothShading
});
Loader = new THREE.JSONLoader();
Loader.load(path,function(geometry){
geometry.mergeVertices();
geometry.computeFaceNormals();
geometry.computeVertexNormals();
TextureLoader.load(texture,function(texture){
Mesh = new THREE.Mesh(geometry, Material);
Mesh.material.map =texture;
Mesh.material.map.wrapS = THREE.RepeatWrapping;
Mesh.material.map.wrapT = THREE.RepeatWrapping;
Mesh.material.map.repeat.set(38,38);
//Mesh.position.y -= 1;
Mesh.position.y = 160;
Mesh.position.x = 0;
Mesh.position.z = 0;
Mesh.scale.set(40,40,40);
Mesh.castShadow = true;
Mesh.receiveShadow = true;
Scene.add(Mesh);
});
});
}
and the plane to recive shadow is
var planeGeometry = new THREE.PlaneBufferGeometry(100,100);
var planematerial = new THREE.MeshLambertMaterial(
{
shininess: 80,
color: 0xffaaff,
specular: 0xffffff
});
var plane = new THREE.Mesh(planeGeometry,planematerial);
plane.rotation.x = - Math.PI / 2;
plane.position.set(0,100,0);
plane.scale.set( 10, 10, 10 );
plane.receiveShadow = true;
plane.castShadow = true;
Scene.add(plane);
I just tried adjusting the position of the lights and adjusted the values of shadowCameraNear,Light.shadowCameraFar and Light.shadowCameraFov .but not no changes are seen
The camera is at (150, 400, 400), the object casting the shadow is at (0, 160, 0), the object receiving the shadow is at (0, 100, 0) and the shadowCameraNear frustum is set at 850. That is, your camera is about 200 and 400 units from the two shadowing objects, respectively, but your shadow viewing near frustum is 850 units away. Adjust your positioning. You can set
Light.shadowCameraVisible = true;
to show the camera frustum in debug mode to help out.
Screenshot 1
Screenshot 2
I have some models(STL) turn to pure black while other models get color(from lights) correctly.
As you can see in Screenshot 1 and 2,the fighter got a nice color but the miku is totally black. It seems no light illuminates her or she behaves like being applied with black BasicMaterial.
The 2 models are applied with PhongMaterial. And I tried several combnations of lights with different position/type/parameter but it didn't work.
I'm sure about that the model of miku is normal. I just downloaded the fighter and miku from the same website,where they both displays with color. I also have some models which turn to pure black in my scene ,though they're normal STL model.
There must be some mistakes in my scene.
Here is my code:
<script>
var renderer;
function initThree() {
width = document.getElementById('canvas-frame').clientWidth;
height = document.getElementById('canvas-frame').clientHeight;
renderer = new THREE.WebGLRenderer({
antialias: true
});
renderer.setSize(width, height);
document.getElementById('canvas-frame').appendChild(renderer.domElement);
}
var camera;
function initCamera() {
camera = new THREE.PerspectiveCamera(45, width / height, 1, 10000);
camera.position.x = 50;
camera.position.y = 0;
camera.position.z = 0;
camera.lookAt({
x: 0,
y: 0,
z: 0
});
}
var scene;
function initScene() {
scene = new THREE.Scene();
}
//光源1
var light;
function initLight() {
light = new THREE.DirectionalLight(0xfefff7, 2.0, 0);
light.position.set(0, 500, 0);
scene.add(light);
}
//光源2
var light2;
function initLight2() {
light2 = new THREE.DirectionalLight(0x414141, 1.0, 0);
light2.position.set(0, -500, 0);
scene.add(light2);
}
//此光源暂时无用
var light3;
function initLight3() {
light3 = new THREE.SpotLight(0xffffff, .7, 0);
light3.spotLight = new THREE.SpotLight(0xffffff, .7, 0);
light3.position.set(-700, 1000, 1000);
light3.castShadow = true;
scene.add(light3);
}
//此光源暂时无用
var light4;
function initLight4() {
light4 = new THREE.PointLight(0xffffff, 0.7, 0);
light4.position.set(3200, -3900, 3500);
light4.castShadow = true;
scene.add(light4);
}
//
//创造木星
var sphere;
function initSphere() {
var bitmap = new Image();
bitmap.src = 'img/jupiter.jpg';
var texture = THREE.ImageUtils.loadTexture(bitmap.src);
var material = new THREE.MeshPhongMaterial({
map: texture
});
var geometry = new THREE.SphereGeometry(50, 64, 64);
sphere = new THREE.Mesh(geometry, material);
sphere.position.set(0, 17, -120);
scene.add(sphere);
}
//加载模型文件
var loader = new THREE.STLLoader();
function initLoad() {
loader.addEventListener('load', function (event) {
var geometryOfFiles = event.content;
var materialOfFiles = new THREE.MeshPhongMaterial({
wrapAround: true,
wrapRGB: new THREE.Vector3(0, 1, 1),
color: 0xFFFFFF,
specular: 0xFFFFFF,
shading: THREE.SmoothShading,
shininess: 630,
fog: false,
side: THREE.DoubleSide
});
var object = new THREE.Mesh(geometryOfFiles, materialOfFiles);
object.position.set(0, 0, 0);
object.rotation.set(-Math.PI / 2, 0, Math.PI / 111);
object.scale.set(2, 2, 2);
scene.add(object);
});
loader.load('miku.stl');
}
var loader1 = new THREE.STLLoader();
function initLoad1() {
loader1.addEventListener('load', function (event) {
var geometryOfFiles = event.content;
var materialOfFiles = new THREE.MeshPhongMaterial({
wrapAround: true,
wrapRGB: new THREE.Vector3(0, 1, 1),
color: 0xFFFFFF,
specular: 0xFFFFFF,
shading: THREE.SmoothShading,
shininess: 230,
fog: false,
side: THREE.DoubleSide
});
var object = new THREE.Mesh(geometryOfFiles, materialOfFiles);
object.position.set(0, 20, 50);
object.rotation.set(-Math.PI / 2, 0, Math.PI / 111);
object.scale.set(0.5, 0.5, 0.5);
scene.add(object);
});
loader1.load('f35.stl');
}
var controls;
function setControl() {
controls = new THREE.TrackballControls(camera);
/*
controls.rotateSpeed = 5.0;
controls.zoomSpeed = 5;
controls.panSpeed = 2;
controls.noZoom = false;
controls.noPan = false;
controls.staticMoving = false;
controls.dynamicDampingFactor = 0.3;*/
}
function animate() {
controls.update();
renderer.clear();
renderer.render(scene, camera);
requestAnimationFrame(animate);
sphere.position.x -= 0.1;
sphere.rotation.y += -0.005;
}
function threeStart() {
initThree();
initCamera();
initScene();
initLight3();
initLight4();
initSphere();
setControl();
animate();
initLoad();
initLoad1();
}
</script>
seeing that adding an AmbientLight helped it will probably be normals calculated incorrectly or missing altogether check them here
geometry.faces[0].normal;
and to calculate the correct values call
geometry.computeFaceNormals()
To answer your question about how thingiverse shows them correct: after looking at their code I noticed they dont actually use those STL files they provide, but have a JSON file to load from (using THREE.JSONLoader)
these files have normals correct(they might have done some precalculations on files uploaded by users) but you would have to check the STL yourself
the miku JSON file can be found at http://thingiverse-production-new.s3.amazonaws.com/threejs_json/51/67/c8/34/6d/293cd764miku.js
don't know if computeFaceNormals() is outdated, but in my case i had to do:
const caseGeometry = useLoader(STLLoader, CaseObject)
caseGeometry.computeVertexNormals()
works like a charm, though 👍