Three.js objloader + texture - javascript

I have been using Three.js for a few weeks now, I managed to apply a texture to a cube created directly via the code, but once I tried to load an OBJ file with OBJLoaderI noticed that I couldn't use the same method to load simple png or jpg textures with TextureLoader.
Now I'm not entirely sure what is going wrong, if either this is not the right way to do it, if I just can't load a simple image fine or if I'm not applying it right.
I've seen that applying a texture seems quite easy to do with an MTL file, but unfortunately I'm not sure how to make one.
My current code looks like something like this:
var loader = new THREE.OBJLoader( manager );
loader.load( 'models/tshirt.obj', function ( object ) {
object.position.x = 0;
object.position.y = -200;
object.scale.x = 10;
object.scale.y = 10;
object.scale.z = 10;
obj = object;
texture = THREE.TextureLoader('img/crate.png'),
material = new THREE.MeshLambertMaterial( { map: texture } );
mesh = new THREE.Mesh( object, material );
scene.add( mesh );
} );
But it just doesn't seem to work. The model doesn't load and gives me random errors from Three.js. If instead of the code above I change scene.add( obj); the model actually loads.
What should I be doing here? Should I just go ahead and try to make an MTL file?
My full working code can bee seen at http://creativiii.com/3Dproject/old-index.html
EDIT: The error I get when adding mesh instead of obj is
three.min.js:436 Uncaught TypeError: Cannot read property 'center' of undefined

Try this code:
var OBJFile = 'my/mesh.obj';
var MTLFile = 'my/mesh.mtl';
var JPGFile = 'my/texture.jpg';
new THREE.MTLLoader()
.load(MTLFile, function (materials) {
materials.preload();
new THREE.OBJLoader()
.setMaterials(materials)
.load(OBJFile, function (object) {
object.position.y = - 95;
var texture = new THREE.TextureLoader().load(JPGFile);
object.traverse(function (child) { // aka setTexture
if (child instanceof THREE.Mesh) {
child.material.map = texture;
}
});
scene.add(object);
});
});
The texture loading changes was taken from: How to apply texture on an object loaded by OBJLoader? .

Related

Create a mesh from GLTFLaoder().load() in Thre.js

I have a local 3D object model and I load it with:
const loader = new GLTFLoader();
loader.load("path/to/model", gltf => {
scene.add(gltf.scene);
});
How should I create a mesh out of the gltf, because when I try:
loader.load("path/to/model", (geometry, materials) => {
var mesh = new THREE.Mesh(geometry, materials);
scene.add(mesh);
mesh.position.z = -10;
});
I get the error:
Cannot convert undefined to object
I found out that actually by modifying the first function above like this:
loader.load("path/to/model", gltf => {
var object = gltf.scene.children[0];
scene.add(gltf.scene);
});
is the solution.
Because now object variable can be totally handled like a normal mesh.
Maybe a video to help you.

GLTF : Metalness difference between my scene and THREE.JS editor https://threejs.org/editor/

I've got a gltf file. When I import it inside the Three.js editor (https://threejs.org/editor/) I get a correct result when I add an environment map.
On the other hand, when I import my gltf in my project scene I've a different result. Even when I use the very same HDRI image. The metalness is way too shinny in this case.
Does anyone know what I'm missing? Thank you.
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1;
renderer.outputEncoding = THREE.sRGBEncoding;
new RGBELoader()
.load( 'royal_esplanade_1k.hdr', function ( texture ) {
texture.mapping = THREE.EquirectangularReflectionMapping;
scene.environment = texture;
} );
loader.load(
'./gltf/canette.glb',
// called when the resource is loaded
function ( gltf ) {
obj = gltf.scene;
mixer = new THREE.AnimationMixer( gltf.scene );
action = mixer.clipAction( gltf.animations[ 0 ] );
//obj
scene.add( obj );
}
);
EDIT :
Here's a live demo.
Here's the gltf model.
Unfortunately, you are using a code snippet which does not match your actual three.js version. You have to use at least r131 (or better the latest one r141). Right now, you are using r129.
If you use three.js versions below r131, you have to use PMREMGenerator to prepare the environment map that you apply to PBR materials. Starting from r131, the engine is doing this for you so you don't have to worry about PMREMGenerator at all.

THREE.TGALoader is not a constructor

I have a Boat modal that is being imported as a JSON. Right now I am trying to also import it's texture map to apply to it's mesh.
The model loads fine, but when I use TGALoader to try to load the texture's .tga file, I get this error:
Uncaught TypeError: THREE.TGALoader is not a constructor
I have searched around for any other instances of this and can't find any. I am extremly new to threejs so I'm sorry - this is probably a super noob question.
Here is my code for the Boat class:
var scale = 10;
class Boat {
constructor(scene) {
var loader = new THREE.JSONLoader();
var textureLoader = new THREE.TGALoader();
// Texture
var texture = textureLoader.load('models/BW Bandit all in one.tga');
// Model
loader.load('models/boat.json', handle_load);
function handle_load(geom, mats) {
var material = new THREE.MeshPhongMaterial({
color: 0xffffff,
map: texture
});
var mesh = new THREE.Mesh(geom, material);
scene.add(mesh);
mesh.position.z = -5;
mesh.scale.set(scale, scale, scale);
mesh.rotation.y = -90;
}
}
}
You need to source TGALoader.js loader at the top of your file.
So for example say:
<script src="path_to_parent_folder_of_threeJS/threeJS/examples/js/loaders/TGALoader.js"></script>

THREE.SmoothShading has no effect on geometry

Smooth shading seems to have no effect on my model - the polygons are clearly visible and toggling between smooth and flat shading in the three.js inspector has no effect. There is vertex normal data in the obj so using geometry.computeVertexNormals() shouldn't be needed as has been suggested on a few other posts.
Using THREE.WebGLRenderer
Any leads appreciated :)
obj,mtl,img files
This is my loader function:
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setBaseUrl(pathToLoad);
mtlLoader.setPath(pathToLoad);
mtlLoader.load('model_mesh.obj.mtl', function (materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath(pathToLoad);
objLoader.load('model_mesh.obj', function (obj) {
obj.name = pathToLoad.substring(12, 17);
testArray.push(obj);
scene.add(obj);
loadNextPath();
});
});
screenshot, polygons visible
The problem is with your model. It has "flat" vertex normals.
If you don't want to fix your model, you can recompute smooth vertex normals by using a pattern like this one:
loader.load( 'model_mesh.obj', function( object ) {
var mesh = object.children[ 0 ];
mesh.geometry = new THREE.Geometry().fromBufferGeometry( mesh.geometry );
mesh.geometry.mergeVertices();
mesh.geometry.computeVertexNormals();
// convert back to BufferGeometry prior to rendering
mesh.geometry = new THREE.BufferGeometry().fromGeometry( mesh.geometry );
scene.add( object );
});
three.js r.95

Three.js: Load JSON file to be viewed in

i have a question regarding putting a 3dModel from Blender to a Three.js page.
I have created a 3D Human model in blender. I can export it using the 2.66 three.js-export plugin for blender.
When I use the exported .js file and load it into http://blackjk3.github.io/threefab/ it seems to work fine.
I used the http://mrdoob.github.io/three.js/examples/webgl_animation_skinning_morph.html example and tried to put my own model into it. And I can't get it to be displayed.
Firebug just tells me something like: "TypeError: a.hierarchy is undefined" and it seems like I can't really find the problem.
I use the JSON Loader as ususal:
var loader = new THREE.JSONLoader();
loader.load( "models/skinned/humanPrototype.js", function ( geometry, materials ) { createScene( geometry, materials, 0, FLOOR, -300, 60 ) } );
createScene looks like this:
function createScene( geometry, materials, x, y, z, s ) {
geometry.computeBoundingBox();
var bb = geometry.boundingBox;
THREE.AnimationHandler.add( geometry.animation );
for ( var i = 0; i < materials.length; i ++ ) {
var m = materials[ i ];
m.skinning = true;
m.morphTargets = true;
m.color.setHSL( 0.6, 0.5, 0.6 );
m.ambient.copy( m.color );
m.wrapAround = true;
}
mesh = new THREE.SkinnedMesh( geometry, new THREE.MeshFaceMaterial( materials ) );
mesh.position.set( 0,0,0 );
mesh.scale.set( s, s, s );
scene.add( mesh );
mesh.castShadow = true;
mesh.receiveShadow = true;
animation = new THREE.Animation( mesh, geometry.animation.name );
animation.JITCompile = false;
animation.interpolationType = THREE.AnimationHandler.LINEAR;
//animation.play();
}
Since my model is loadable in threefab I think its ok. I guess I need to change something about the code. I feel this to be a inexact question and I want to apologize for that. But at the moment I'm really stuck. Any suggestions? =) Thank you very much.
Open knight.js and your exported.js file with an text editor, you will find the difference,
I think that this is still an experiment technology by the author.

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