Three.js Threejs更新从blender导出的模型的UV贴图
我正在blender中创建一些表格模型,并使用UV贴图应用纹理,并使用GLTF导出。当我使用gltf加载程序加载对象并添加到场景中时,效果很好 代码:Three.js Threejs更新从blender导出的模型的UV贴图,three.js,blender,texture-mapping,gltf,uv-mapping,Three.js,Blender,Texture Mapping,Gltf,Uv Mapping,我正在blender中创建一些表格模型,并使用UV贴图应用纹理,并使用GLTF导出。当我使用gltf加载程序加载对象并添加到场景中时,效果很好 代码: var container, scene, camera, renderer, controls, stats; var Table; // SCENE scene = new THREE.Scene(); // CAMERA var SCREEN_WIDTH = window.innerWidth, S
var container, scene, camera, renderer, controls, stats;
var Table;
// SCENE
scene = new THREE.Scene();
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(2,2,5);
camera.lookAt(scene.position);
// RENDERER
if ( Detector.webgl )
renderer = new THREE.WebGLRenderer( {antialias:true} );
else
renderer = new THREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'webgl' );
container.appendChild( renderer.domElement );
// CONTROLS
controls = new THREE.OrbitControls( camera, renderer.domElement );
// EVENTS
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// LIGHT
var light = new THREE.PointLight(0xffffff,1);
light.position.set(-2,3,-3);
scene.add(light);
var ambient = new THREE.AmbientLight( 0xffffff, 3.9);
scene.add( ambient );
var loader = new THREE.GLTFLoader();
loader.load( './Model/table.glb',
function ( gltf ) {
gltf.scene.traverse( function ( node ) {
if(node.isMesh ){
if(node.name==="Table"){
Table = node;
}
}
});
scene.add(gltf.scene);
});
},
function ( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
},
function ( error ) {
console.log( 'An error happened---' +error);
}
);
// If texture is used for color information, set colorspace.
texture.encoding = THREE.sRGBEncoding;
// UVs use the convention that (0, 0) corresponds to the upper left corner of a texture.
texture.flipY = false;
型号:
请看这里的模型
UV贴图
结果
当我试图从三面改变模型时,问题来了
我使用了下面的代码
var textureLoader = new THREE.TextureLoader();
textureLoader.load( "./Texture/table/Table-map-new.png", function ( map ) {
Table.material.map = map;
Table.material.needsUpdate = true;
});
我用的质地和我在搅拌机里用的一样,只是颜色不同
结果似乎纹理不对齐,可能是什么问题。
根据Three.js GLTFLoader将自动正确配置从.gltf或.glb文件引用的纹理,前提是渲染器的设置如上所示。外部加载纹理(例如,使用TextureLoader)并将其应用于glTF模型时,必须给出颜色空间和方向:
var container, scene, camera, renderer, controls, stats;
var Table;
// SCENE
scene = new THREE.Scene();
// CAMERA
var SCREEN_WIDTH = window.innerWidth, SCREEN_HEIGHT = window.innerHeight;
var VIEW_ANGLE = 45, ASPECT = SCREEN_WIDTH / SCREEN_HEIGHT, NEAR = 0.1, FAR = 20000;
camera = new THREE.PerspectiveCamera( VIEW_ANGLE, ASPECT, NEAR, FAR);
scene.add(camera);
camera.position.set(2,2,5);
camera.lookAt(scene.position);
// RENDERER
if ( Detector.webgl )
renderer = new THREE.WebGLRenderer( {antialias:true} );
else
renderer = new THREE.CanvasRenderer();
renderer.setSize(SCREEN_WIDTH, SCREEN_HEIGHT);
container = document.getElementById( 'webgl' );
container.appendChild( renderer.domElement );
// CONTROLS
controls = new THREE.OrbitControls( camera, renderer.domElement );
// EVENTS
// STATS
stats = new Stats();
stats.domElement.style.position = 'absolute';
stats.domElement.style.bottom = '0px';
stats.domElement.style.zIndex = 100;
container.appendChild( stats.domElement );
// LIGHT
var light = new THREE.PointLight(0xffffff,1);
light.position.set(-2,3,-3);
scene.add(light);
var ambient = new THREE.AmbientLight( 0xffffff, 3.9);
scene.add( ambient );
var loader = new THREE.GLTFLoader();
loader.load( './Model/table.glb',
function ( gltf ) {
gltf.scene.traverse( function ( node ) {
if(node.isMesh ){
if(node.name==="Table"){
Table = node;
}
}
});
scene.add(gltf.scene);
});
},
function ( xhr ) {
console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );
},
function ( error ) {
console.log( 'An error happened---' +error);
}
);
// If texture is used for color information, set colorspace.
texture.encoding = THREE.sRGBEncoding;
// UVs use the convention that (0, 0) corresponds to the upper left corner of a texture.
texture.flipY = false;
因此,我已将纹理加载部分更新为
var textureLoader = new THREE.TextureLoader();
textureLoader.load( "./Texture/table/Table-map-new.png", function ( map ) {
Table.material.map = map;
Table.material.map.encoding = THREE.sRGBEncoding;
Table.material.map.flipY = false;
Table.material.needsUpdate = true;
});