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Javascript 物体3上的光反射盘_Javascript_Three.js - Fatal编程技术网

Javascript 物体3上的光反射盘

Javascript 物体3上的光反射盘,javascript,three.js,Javascript,Three.js,我正在创建一个有三个js的地球场景,除了地球物体表面存在的巨大的令人讨厌的反射圆盘外,其他东西都工作得很好。有没有关于消除反射或至少在很大程度上减少反射的想法 照明- //renderer renderer = new THREE.WebGLRenderer( { canvas : spaceCanvas} ); renderer.setSize( 672, 472 ); renderer.shadowMap.enabled = true; renderer.s

我正在创建一个有三个js的地球场景,除了地球物体表面存在的巨大的令人讨厌的反射圆盘外,其他东西都工作得很好。有没有关于消除反射或至少在很大程度上减少反射的想法

照明-

//renderer
    renderer = new THREE.WebGLRenderer( { canvas : spaceCanvas} );
    renderer.setSize( 672, 472 );
    renderer.shadowMap.enabled = true;
    renderer.shadowMap.renderReverseSided = false;
//mainScene
    mainScene = new THREE.Scene();
    mainCamera = new THREE.PerspectiveCamera( 45, window.innerWidth /window.innerHeight, 0.01, 2000 );
    mainCamera.position.z = 2.25;
//Lighting
    var ambLight    = new THREE.AmbientLight( 0x222222 );
    var light   = new THREE.DirectionalLight( 0xffffff, 1 );
    light.position.set(5,3,5);
    light.castShadow = true;
    light.shadow.camera.near = 0.01;
    light.shadow.camera.far = 15;
    light.shadow.camera.fov = 45;
    light.shadow.camera.left = -1;
    light.shadow.camera.right =  1;
    light.shadow.camera.top =  1;
    light.shadow.camera.bottom = -1;
    /*light.shadowCameraVisible = true;*/
    light.shadow.bias = 0.001;
    light.shadow.mapSize.width = 672;
    light.shadow.mapSize.height = 472;
    mainScene.add(light, ambLight);
地球物体-

function CreateEarth(){
earth = new THREE.Object3D();
THREE.crossOrigin = "";
    var loader = new THREE.TextureLoader();
    var colorMap = loader.load("img/bodies/earth/colorMap.jpg");
    var bumpMap = loader.load("img/bodies/earth/bump.jpg");
    var specMap = loader.load("img/bodies/earth/specular.jpg");
    var earthGeometry = new THREE.SphereGeometry( 0.5, 32, 32 );
    var earthMaterial = new THREE.MeshPhongMaterial({
        map : colorMap,
        bumpMap : bumpMap,
        bumpScale : 0.05,
        specularMap : specMap,
        specular : new  THREE.Color("grey"),
        shininess: 25
    });
    earthMesh = new THREE.Mesh(earthGeometry, earthMaterial );
    earth.add(earthMesh);

function CreateEarthAtmosphere(){
    var loader = new THREE.TextureLoader();
    var cloudTexColorMap = loader.load("img/bodies/earth/cloudTexture.png");

    var atmosphereGeometry = new THREE.SphereGeometry(0.51, 32, 32);
    var atmosphereMaterial = new THREE.MeshPhongMaterial({
            map : cloudTexColorMap,
            /*alphaMap : cloudTexTransMap,*/
            side : THREE.DoubleSide,
            opacity : 0.5,
            transparent : true,
            depthWrite : false
    });
    atmosphereMesh = new THREE.Mesh(atmosphereGeometry, atmosphereMaterial);
    earthMesh.add(atmosphereMesh)
}

创建地球材质对象时,您的
光泽度:25
值可能会影响其光泽度

var earthMaterial = new THREE.MeshPhongMaterial({
        map : colorMap,
        bumpMap : bumpMap,
        bumpScale : 0.05,
        specularMap : specMap,
        specular : new  THREE.Color("grey"),
        shininess: 25 // lower this?

});

我真的完全忽略了这一点。我本可以发誓改变这一点,但它不起作用。然而,调整了它,它达到了预期的效果。