A current Three.js application I am developing requires a lot of independent lights and so would benefit from a deferred lighting renderer.
Resources I have so far read on this suggest using WebGLDeferredRenderer, however when I define a renderer object as they suggest:
var renderer = new THREE.WebGLDeferredRenderer({
width: window.innerWidth,
height: window.innerHeight,
scale: 1, antialias: true,
tonemapping: THREE.FilmicOperator, brightness: 2.5 });
and call the renderer as follows to draw the scene:
renderer.render( scene, camera );
I get a blank screen, whereas if I use the standard WebGL renderer my scene is correctly rendered.
renderer = new THREE.WebGLRenderer( { antialias: true } );
I can't seem to find a suitable example of implamenting deferred lighting in three.js. Am I missing a library? I only have three.js linked. perhaps this requires an additional library?
In my clone of three.js I can't find a copy of WebGLDeferredRenderer.js.
WebGLDeferredRenderer has been removed. See this post for more information, and follow the links to access the old code.
three.js r.73
Related
I imported in my Three.js project a gltf model exported from Blender.
I know the model is correct and it is perfectly rendered in https://gltf-viewer.donmccurdy.com/.
But in my Three.js project it seems to have a worse quality as you can see from these screenshots:
https://ibb.co/qrqX8dF (donmccurdy viewer)
https://ibb.co/71wLDLJ (my project)
I dont know if this can be a problem of lighting or some setting in the renderer object.
This is my renderer and light settings:
// renderer
var renderer= new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor (0xf9f9f9, 1);
renderer.gammaOutput= true;
renderer.antialias= true;
renderer.setPixelRatio(window.devicePixelRatio);
document.body.appendChild(renderer.domElement);
// light
var directionalLight= new THREE.DirectionalLight(0xffffff, 0.9);
scene.add(directionalLight);
Any help will be appreciated.
renderer.antialias= true;
It's not valid to set the antialias parameter like this. All WebGL rendering context parameters must be applied to the constructor. Do it like so
renderer = new THREE.WebGLRenderer( { antialias: true } );
I have a legacy code snippet that has long since been part of a web application. The goal is to render a cube from 6 image urls via three.js. The problem is, that the bottom image is flipped around on its y axis. All other sides look fine.
There is no way to flip the original image, since they are provided by an external service. Also when I open the bottom image directly, it is displayed correctly, only in the three.js cube its flipped.
Since I have no prior experience with three.js, I first looked at the documentation for this functionality and realized that the code used in our script is deprecated. unfortunately there is no detailed documentation of the old function (THREE.ImageUtils.loadTextureCube) - or I was simply unable to find it (if someone knows where it is, a link would be great!).
I know that for the long term, a reimplementation to replace all deprecated functions would in order, but since this would take a lot more time (for someone unfamiliar with three.js), I first wanted to check if the problem can be fixed using the existing code base.
I read in various other posts/issues that this is a known issue because three.js for some internal reason defaults to flipY=true on textures. The problem I have is that I don't know (due to lack of documentation) how to change this parameter on one side of the cube only. I expect a function can be applied to the loader that could update this parameter for one of the images or a transformation could be applied to the loaded image afterwards.
I really hope somebody knows (remembers) how this can be achieved with the old loader function.
The following partial code is from my script:
// passed list of urls (images.bottom is flipped around)
var urls = [ images.left, images.right, images.top, images.bottom, images.back, images.front ];
// SCENE
scene = new THREE.Scene();
// TEXTURES
textureCube = THREE.ImageUtils.loadTextureCube( urls );
textureCube.format = THREE.RGBFormat;
textureCube.mapping = THREE.CubeReflectionMapping;
// MATERIALS
var cubeShader = THREE.ShaderLib[ "cube" ];
var cubeMaterial = new THREE.ShaderMaterial( {
fragmentShader: cubeShader.fragmentShader,
vertexShader: cubeShader.vertexShader,
uniforms: cubeShader.uniforms,
depthWrite: false,
side: THREE.BackSide
} );
cubeMaterial.uniforms[ "tCube" ].value = textureCube;
var cubeGeometry = new THREE.BoxGeometry(50,50,50);
cube = new THREE.Mesh( cubeGeometry, cubeMaterial );
scene.add( cube );
// RENDER
renderer = new THREE.WebGLRenderer();
renderer.autoClear = false;
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( containerWidth, containerHeight );
renderer.setFaceCulling( THREE.CullFaceNone );
$container.append( renderer.domElement );
...
I've created a chest model using blender, created a handpainted texture for it and set the whole thing up in an environment rendered with Three.js. The chest front face however has a unusually extreme shadow:
Here's my Renderer setup:
var renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
return renderer;
This is the light source (in the screenshot, it's the only light source) causing this shadow:
var envLight = new THREE.PointLight(color, 0.5, 320);
envLight.position.set(0, 80, zPos);
return envLight;
Material setup:
var material = new THREE.MeshPhongMaterial();
//diffuse texture setup
material.map = THREE.ImageUtils.loadTexture(textureURL);
material.map.wrapS = material.map.wrapT = THREE.RepeatWrapping;
material.map.repeat.set(repeatX, repeatY);
// specular map setup
material.specularMap = THREE.ImageUtils.loadTexture(specularMapURL);
material.specularMap.wrapS = material.specularMap.wrapT = THREE.RepeatWrapping;
material.specularMap.repeat.set(repeatX, repeatY);
material.specular = that.specularLightingColor;
return material;
The mesh is created using this material together with the JSON data containing the geometry and UV mapping exported from Blender. I use THREE.JSONLoader to get the data at runtime.
Here's a screenshot from blender showing the mesh and UV map unwrapped, it seems to be an issue with the selected face as it matches the exact shape and position of the weird shadow.
I've tried disabling the shadow with Object3D's castShadow/receiveShadow attributes but that doesn't show any effect at all.
Another screenshot of the normals orientation of the mesh
(source: front-a-little.de)
I've updated to the latest three.js release (r70) and updated the completely re-written Blender Export addon.
The described issue was most likely a bug in a previous version of this exporter, an exported model using the new addon doesn't show the weird shadow.
The new exporter comes with new settings in the save screen, I had to make sure the "UVs" box under "Materials" is checked in order to load the model via Three.JSONLoader
I have successfully animated a model in blender using bone animation technique and i have also textured it in blender using uv texturing. Then Using three.js export add-on in blender i have exported the model making sure uv and animation in checked in. However i don't know the technique to load the texture for the animated model. I viewed the morph normal example included in three.js where there is simple color texture is used using Lambert material. I have texture from external file. How do i load the texture. In js animated model file there is location for the texture and it is in same location. But it doesn't load. i used the face material technique as well.
the location for three.js example that i used to modify:
http://threejs.org/examples/webgl_morphnormals.html
Here is my code:
var loader = new THREE.JSONLoader();
loader.load( "bird_final.js", function( geometry, materials ) {
morphColorsToFaceColors( geometry );
geometry.computeMorphNormals();
// the old code to set color to the model
//var material = new THREE.MeshLambertMaterial( { color: 0xffffff, morphTargets: true, morphNormals: true, vertexColors: THREE.FaceColors, shading: THREE.SmoothShading } );
// my code
var meshAnim = new THREE.MorphAnimMesh( geometry, new THREE.MeshFaceMaterial( materials ) );
meshAnim.duration = 500;
meshAnim.scale.set( 20, 20, 20 );
meshAnim.position.y = 150;
meshAnim.position.x = -100;
scene1.add( meshAnim );
morphs.push( meshAnim );
} );
Except the documentation and some basic tutorials scattered across the web, is there anywhere i can learn three.js from ground up. like i know setting up scene and creating basic geometry stuffs but some detail info like loading textured model loading scenes etc.
I have created a series of commented examples for Three.js that illustrate features one at a time, starting with very basic features and progressing to more advanced ones (including loading models).
http://stemkoski.github.io/Three.js
Hope this helps!
Working with complex geometry, materials, textures, and animations are some of the hardest things to figure out in THREE.js - that's why we started there with our editor.
We make all of these easy. Export an FBX file (or OBJ/MTL, or Collada) from Blender. Bring it into a project in Verold Studio, then load it into your THREE.js program using our loader. Service is free for use, you pay us if you want enablement services or have a client who wants a maintenance/support agreement.
See the example below, couldn't be easier to bring your scene to THREE.js,
http://jsfiddle.net/rossmckegney/EeMCk/
// 1. Set and then start the animation :)
this.model.setAnimation("mixamo.com");
this.model.playAnimation(true);
//this.model.pauseAnimation();
// 2. Get the threedata for a model
console.log(this.model.threeData);
// 3. Move the model
this.tweenObjectTo(
this.model.threeData, // the model
new THREE.Vector3(1, 0, 0), // go to
new THREE.Quaternion(), // rotation
1, // time, in seconds
false, // smooth start
true); // smooth end
// 4. Clone the model
that = this;
this.model2 = this.model.clone({
success_hierarchy: function(clonedModel) {
that.veroldEngine.getActiveScene().addChildObject(clonedModel);
}
});
In three.js, I am trying to create a texture whose image is the current scene as viewed from a Camera. Using a CubeCamera to create a similar effect is well-documented; and with CubeCamera I have created an example of a scene to illustrate my goal at:
http://stemkoski.github.com/Three.js/Camera-Texture-Almost.html
However, I would like to use a regular Camera (rather than a CubeCamera) as the texture. How could I do this?
Ideally this would work.
Init:
renderTarget = new THREE.WebGLRenderTarget( 512, 512, { format: THREE.RGBFormat } );
var planelikeGeometry = new THREE.CubeGeometry( 400, 200, 200 );
var plane = new THREE.Mesh( planelikeGeometry, new THREE.MeshBasicMaterial( { map: renderTarget } ) );
plane.position.set(0,100,-500);
scene.add(plane);
Render:
renderer.render( scene, topCamera, renderTarget, true );
renderer.render( scene, topCamera );
And it almost does, but we have some unfinished business with y-flipped textures that ruins the party here.
So the best solution at the moment is to use the intermediry quad for flipping the texture (also saves a render):
http://mrdoob.github.com/three.js/examples/webgl_rtt.html
Based on mrdoob's example and suggestions, I have created a working example with very detailed comments, available at:
http://stemkoski.github.com/Three.js/Camera-Texture.html
part of my series of tutorial-style Three.js series of examples at
http://stemkoski.github.com/Three.js/