I use OBJLoader to load the 3D model and I want to put a wood texture but the texture was not load properly or maybe not render properly(I dunno). Here the screenshot This the image of the wood texture
我使用OBJLoader来加载3D模型,我想放置木材纹理,但纹理没有正确加载或者可能无法正确渲染(我不知道)。这里的截图这是木纹的图像
Please help me with this. Thank you in advance.
请帮我解决一下这个。先感谢您。
Here's the code:
这是代码:
<script>
var container;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var container, stats;
var camera, scene, renderer;
var mouseX = 0, mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var globalObject;
var text;
init();
animate();
function init() {
container = document.createElement('div');
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 2000);
camera.position.z = 10;
controls = new THREE.OrbitControls( camera );
//scene
scene = new THREE.Scene();
var ambient = new THREE.AmbientLight( 0x101030 );
scene.add( ambient );
var directionalLight = new THREE.DirectionalLight( 0xffeedd );
directionalLight.position.set( 0, 0, 1 );
scene.add( directionalLight );
//manager
var manager = new THREE.LoadingManager();
manager.onProgress = function (item, loaded, total) {
console.log( item, loaded, total );
};
//model
var loader = new THREE.OBJLoader( manager );
loader.load( 'image/table.obj', function (object) {
//store global reference to .obj
globalObject = object;
object.traverse( function (child) {
if ( child instanceof THREE.Mesh ) {
child.material.map = THREE.ImageUtils.loadTexture( 'image/texture.jpg')
/*child.material.map.x = 100 / 800;
child.material.map.y = 100 / 800;*/
child.material.needsUpdate = true;
}
});
object.position.y = 0;
scene.add( object );
});
//render
renderer = new THREE.WebGLRenderer();
renderer.setClearColor( 0xffffff );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
document.addEventListener( 'mousemove', onDocumentMouseMove, false );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function onDocumentMouseMove( event ) {
mouseX = ( event.clientX - windowHalfX ) / 2;
mouseY = ( event.clientY - windowHalfY ) / 2;
}
//animate
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
//camera.position.x += ( mouseX - camera.position.x ) * .05;
//camera.position.y += ( - mouseY - camera.position.y ) * .05;
//camera.lookAt( scene.position );
renderer.render( scene, camera );
}
render();
</script>
// This the MTL file Blender MTL File: 'None' Material Count: 1
//这是MTL文件Blender MTL文件:'无'材料数:1
newmtl Material.002 Ns 96.078431 Ka 1.000000 1.000000 1.000000 Kd 0.640000 0.640000 0.640000 Ks 0.500000 0.500000 0.500000 Ke 0.000000 0.000000 0.000000 Ni 1.000000 d 1.000000 illum 2 map_Kd wood2.jpg
newmtl Material.002 Ns 96.078431 Ka 1.000000 1.000000 1.000000 Kd 0.640000 0.640000 0.640000 Ks 0.500000 0.500000 0.500000 Ke 0.000000 0.000000 0.000000 Ni 1.000000 d 1.000000 illum 2 map_Kd wood2.jpg
1 个解决方案
#1
0
In three.js the object color and the texture colors are blended together, so you can get the original texture color if you change the material color to white.
在three.js中,对象颜色和纹理颜色混合在一起,因此如果将材质颜色更改为白色,则可以获得原始纹理颜色。
When you set a map to the material, try to change the original ambient and diffuse color to white. The concrete code depends on the type of the material. Something like this:
将地图设置为材质时,请尝试更改原始环境并将颜色漫反射为白色。具体代码取决于材料的类型。像这样的东西:
child.material.ambient = 0xffffff;
child.material.diffuse = 0xffffff;
#1
0
In three.js the object color and the texture colors are blended together, so you can get the original texture color if you change the material color to white.
在three.js中,对象颜色和纹理颜色混合在一起,因此如果将材质颜色更改为白色,则可以获得原始纹理颜色。
When you set a map to the material, try to change the original ambient and diffuse color to white. The concrete code depends on the type of the material. Something like this:
将地图设置为材质时,请尝试更改原始环境并将颜色漫反射为白色。具体代码取决于材料的类型。像这样的东西:
child.material.ambient = 0xffffff;
child.material.diffuse = 0xffffff;