three.js gltf 模型在改变纹理后变成灰色和无纹理
three.js gltf model becomes grey and textureless, after changing texture
大家好,我是 three.js 的新手,我正在尝试使用 Meshmatcap material 更改我的纹理。但是,我遇到了一个问题,我更改了纹理,我的模型纹理和颜色在添加 skinning: true
后会消失,这是我的模型保留 size 所必需的。有什么办法可以解决这个问题吗?提前致谢。目前使用来自 https://sketchfab.com/3d-models/tyrannosaurus-rex-9d3a3e42c0054c35aa39c3ee07388d16
的模型
index.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>3d model</title>
</head>
<body>
<script type="module">
import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.114/build/three.module.js';
import { OrbitControls } from 'https://cdn.jsdelivr.net/npm/three@0.114/examples/jsm/controls/OrbitControls.js';
import { GLTFLoader } from 'https://cdn.jsdelivr.net/npm/three@0.114/examples/jsm/loaders/GLTFLoader.js';
import { RGBELoader } from 'https://cdn.jsdelivr.net/npm/three@0.114/examples/jsm/loaders/RGBELoader.js';
var container, controls;
var camera, scene, renderer, mixer, clock;
var obj , material , texture , mesh
init();
animate();
function init() {
container = document.getElementById( 'test' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.01, 1000 );
camera.position.x = 0
camera.position.y = 2
camera.position.z = 10
scene = new THREE.Scene();
// scene.background = new THREE.Color(0xffffff);
var light = new THREE.HemisphereLight(0xffffff,0x000000,10);
scene.add(light);
clock = new THREE.Clock();
var loader = new GLTFLoader();
// Load a glTF resource
loader.load('scene.gltf', function ( gltf ) {
var textureLoader = new THREE.TextureLoader();
mesh = gltf.scene.children[0]
console.log(mesh)
var texture = textureLoader.load('blue1.jpg');
// texture.minFilter = THREE.LinearFilter;
var matcapMaterial = new THREE.MeshMatcapMaterial({ skinning: true ,normalMap: texture })
obj = scene.add( mesh );
obj.traverse((o) => {
if (o.isMesh) o.material = matcapMaterial
;
})
;
mixer = new THREE.AnimationMixer( mesh );
gltf.animations.forEach( ( clip ) => {
mixer.clipAction( clip ).play();
} );
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 0.8;
renderer.outputEncoding = THREE.sRGBEncoding;
container.appendChild( renderer.domElement );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
var delta = clock.getDelta();
if ( mixer ) mixer.update( delta );
renderer.render( scene, camera );
}
</script>
<div id="test">
</div>
</body>
</html>
当用手动加载的纹理替换 glTF 资源的纹理时,您必须将 Texture.flipY
属性 设置为 false
以适应 glTF 的 uv 约定。
这种情况在THREE.GLTFLoader
的documentation page中也有提到。
大家好,我是 three.js 的新手,我正在尝试使用 Meshmatcap material 更改我的纹理。但是,我遇到了一个问题,我更改了纹理,我的模型纹理和颜色在添加 skinning: true
后会消失,这是我的模型保留 size 所必需的。有什么办法可以解决这个问题吗?提前致谢。目前使用来自 https://sketchfab.com/3d-models/tyrannosaurus-rex-9d3a3e42c0054c35aa39c3ee07388d16
index.html
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>3d model</title>
</head>
<body>
<script type="module">
import * as THREE from 'https://cdn.jsdelivr.net/npm/three@0.114/build/three.module.js';
import { OrbitControls } from 'https://cdn.jsdelivr.net/npm/three@0.114/examples/jsm/controls/OrbitControls.js';
import { GLTFLoader } from 'https://cdn.jsdelivr.net/npm/three@0.114/examples/jsm/loaders/GLTFLoader.js';
import { RGBELoader } from 'https://cdn.jsdelivr.net/npm/three@0.114/examples/jsm/loaders/RGBELoader.js';
var container, controls;
var camera, scene, renderer, mixer, clock;
var obj , material , texture , mesh
init();
animate();
function init() {
container = document.getElementById( 'test' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.01, 1000 );
camera.position.x = 0
camera.position.y = 2
camera.position.z = 10
scene = new THREE.Scene();
// scene.background = new THREE.Color(0xffffff);
var light = new THREE.HemisphereLight(0xffffff,0x000000,10);
scene.add(light);
clock = new THREE.Clock();
var loader = new GLTFLoader();
// Load a glTF resource
loader.load('scene.gltf', function ( gltf ) {
var textureLoader = new THREE.TextureLoader();
mesh = gltf.scene.children[0]
console.log(mesh)
var texture = textureLoader.load('blue1.jpg');
// texture.minFilter = THREE.LinearFilter;
var matcapMaterial = new THREE.MeshMatcapMaterial({ skinning: true ,normalMap: texture })
obj = scene.add( mesh );
obj.traverse((o) => {
if (o.isMesh) o.material = matcapMaterial
;
})
;
mixer = new THREE.AnimationMixer( mesh );
gltf.animations.forEach( ( clip ) => {
mixer.clipAction( clip ).play();
} );
} );
renderer = new THREE.WebGLRenderer( { antialias: true } );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 0.8;
renderer.outputEncoding = THREE.sRGBEncoding;
container.appendChild( renderer.domElement );
}
function onWindowResize() {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
//
function animate() {
requestAnimationFrame( animate );
var delta = clock.getDelta();
if ( mixer ) mixer.update( delta );
renderer.render( scene, camera );
}
</script>
<div id="test">
</div>
</body>
</html>
当用手动加载的纹理替换 glTF 资源的纹理时,您必须将 Texture.flipY
属性 设置为 false
以适应 glTF 的 uv 约定。
这种情况在THREE.GLTFLoader
的documentation page中也有提到。