I'm looking for a material like here:
So I would try it this way:
* {
margin: 0;
padding: 0;
}
.object {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
pointer-events: none;
background-color: rgb(200, 200, 200);
}
<script type="module">
import * as THREE from ".module.js";
import { OBJLoader } from ".js";
var container;
var camera, scene, renderer;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var object;
init();
animate();
function init() {
container = document.createElement("div");
container.className = "object";
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
2000
);
camera.position.z = 250;
// scene
scene = new THREE.Scene();
var ambientLight = new THREE.AmbientLight(0xcccccc, 0.4);
scene.add(ambientLight);
var pointLight = new THREE.PointLight(0xffffff, 2);
pointLight.position.set(100, 100, 50);
camera.add(pointLight);
scene.add(camera);
// manager
function loadModel() {
object.traverse(function (child) {
//This allow us to check if the children is an instance of the Mesh constructor
if (child instanceof THREE.Mesh) {
child.material = new THREE.MeshStandardMaterial({
color: "#555",
roughness: 0.1,
metalness: 0.4
});
child.material.flatShading = false;
//Sometimes there are some vertex normals missing in the .obj files, ThreeJs will compute them
}
});
object.position.y = -90;
scene.add(object);
}
var manager = new THREE.LoadingManager(loadModel);
manager.onProgress = function (item, loaded, total) {
console.log(item, loaded, total);
};
// model
function onProgress(xhr) {
if (xhr.lengthComputable) {
var percentComplete = (xhr.loaded / xhr.total) * 100;
console.log("model " + Math.round(percentComplete, 2) + "% downloaded");
}
}
function onError() {}
var loader = new OBJLoader(manager);
loader.load(
".obj",
function (obj) {
object = obj;
},
onProgress,
onError
);
//
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
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;
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
</script>
I'm looking for a material like here: https://threejs.org/examples/#webgl_materials_envmaps_exr
So I would try it this way:
* {
margin: 0;
padding: 0;
}
.object {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
pointer-events: none;
background-color: rgb(200, 200, 200);
}
<script type="module">
import * as THREE from "https://threejs.org/build/three.module.js";
import { OBJLoader } from "https://threejs.org/examples/jsm/loaders/OBJLoader.js";
var container;
var camera, scene, renderer;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var object;
init();
animate();
function init() {
container = document.createElement("div");
container.className = "object";
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
2000
);
camera.position.z = 250;
// scene
scene = new THREE.Scene();
var ambientLight = new THREE.AmbientLight(0xcccccc, 0.4);
scene.add(ambientLight);
var pointLight = new THREE.PointLight(0xffffff, 2);
pointLight.position.set(100, 100, 50);
camera.add(pointLight);
scene.add(camera);
// manager
function loadModel() {
object.traverse(function (child) {
//This allow us to check if the children is an instance of the Mesh constructor
if (child instanceof THREE.Mesh) {
child.material = new THREE.MeshStandardMaterial({
color: "#555",
roughness: 0.1,
metalness: 0.4
});
child.material.flatShading = false;
//Sometimes there are some vertex normals missing in the .obj files, ThreeJs will compute them
}
});
object.position.y = -90;
scene.add(object);
}
var manager = new THREE.LoadingManager(loadModel);
manager.onProgress = function (item, loaded, total) {
console.log(item, loaded, total);
};
// model
function onProgress(xhr) {
if (xhr.lengthComputable) {
var percentComplete = (xhr.loaded / xhr.total) * 100;
console.log("model " + Math.round(percentComplete, 2) + "% downloaded");
}
}
function onError() {}
var loader = new OBJLoader(manager);
loader.load(
"https://threejs.org/examples/models/obj/female02/female02.obj",
function (obj) {
object = obj;
},
onProgress,
onError
);
//
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
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;
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
renderer.render(scene, camera);
}
</script>
Unfortunately, it does not work. Why?
I would be very thankful if somebody could help me! :)
Share Improve this question edited Jul 22, 2023 at 4:47 Anna_B asked Jan 30, 2021 at 23:03 Anna_BAnna_B 8901 gold badge7 silver badges30 bronze badges2 Answers
Reset to default 13The main issue is that newEnvMap
is not ready when the object was loaded.
In general, the main steps to add an Environment Map to a scene are:
- Import
EXRLoader
. - Create a "Prefiltered, Mipmapped Radiance Environment Map (PMREM)" with
THREE.PMREMGenerator
. - Load the EXR (or the JPG image) with
new EXRLoader()
(or withTHREE.TextureLoader().load()
). - Once EXR is loaded, objects must be updated with this setting. In the CodePen, this is done with the function
loadObjectAndAndEnvMap()
. This function loads the model and updatesenvMap
withobject.material.envMap = newEnvMap;
. - Don't forget to
object.material.needsUpdate = true
. - Finally, if you want to visualize the background itself, it is needed to set
scene.background = background;
inside therender
function. - (Extra) In case the environment map is still not visible, check for the
roughness
,metalness
andenvMapIntensity
of your materials. It is a common mistake to set values that don't reflect the environment. Here are a few setting examples:
Demo:
* {
margin: 0;
padding: 0;
}
.object {
position: fixed;
top: 0;
left: 0;
width: 100vw;
height: 100vh;
pointer-events: none;
background-color: rgb(200, 200, 200);
}
<script type="module">
import * as THREE from "https://threejs.org/build/three.module.js";
import { OBJLoader } from "https://threejs.org/examples/jsm/loaders/OBJLoader.js";
import { EXRLoader } from "https://threejs.org/examples/jsm/loaders/EXRLoader.js";
var container;
var camera, scene, renderer;
let exrCubeRenderTarget, exrBackground;
let newEnvMap;
let torusMesh, planeMesh;
var mouseX = 0,
mouseY = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
var object;
init();
animate();
function init() {
container = document.createElement("div");
container.className = "object";
document.body.appendChild(container);
camera = new THREE.PerspectiveCamera(
45,
window.innerWidth / window.innerHeight,
1,
2000
);
camera.position.z = 250;
// scene
scene = new THREE.Scene();
/*var ambientLight = new THREE.AmbientLight(0xcccccc, 0.4);
scene.add(ambientLight);
var pointLight = new THREE.PointLight(0xffffff, 2);
pointLight.position.set(100, 100, 50);
camera.add(pointLight);*/
scene.add(camera);
// manager
function loadModel() {
THREE.DefaultLoadingManager.onLoad = function () {
pmremGenerator.dispose();
};
// -----------------
function loadObjectAndAndEnvMap() {
object.traverse(function (child) {
//This allow us to check if the children is an instance of the Mesh constructor
if (child instanceof THREE.Mesh) {
child.material = new THREE.MeshStandardMaterial({
color: "#555",
roughness: 0.0,
metalness: 2.0,
envMapIntensity: 5.0
});
//child.material.flatShading = false;
console.log("setting envmap");
child.material.envMap = newEnvMap;
child.material.needsUpdate = true;
//Sometimes there are some vertex normals missing in the .obj files, ThreeJs will compute them
}
});
object.position.y = -90;
scene.add(object);
}
const pmremGenerator = new THREE.PMREMGenerator(renderer);
pmremGenerator.compileEquirectangularShader();
new EXRLoader()
.setDataType(THREE.UnsignedByteType)
.load(
"https://threejs.org/examples/textures/piz_compressed.exr",
function (texture) {
exrCubeRenderTarget = pmremGenerator.fromEquirectangular(texture);
exrBackground = exrCubeRenderTarget.texture;
newEnvMap = exrCubeRenderTarget ? exrCubeRenderTarget.texture : null;
loadObjectAndAndEnvMap(); // Add envmap once the texture has been loaded
texture.dispose();
}
);
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.outputEncoding = THREE.sRGBEncoding;
}
var manager = new THREE.LoadingManager(loadModel);
manager.onProgress = function (item, loaded, total) {
console.log(item, loaded, total);
};
// model
function onProgress(xhr) {
if (xhr.lengthComputable) {
var percentComplete = (xhr.loaded / xhr.total) * 100;
console.log("model " + Math.round(percentComplete, 2) + "% downloaded");
}
}
function onError() {}
var loader = new OBJLoader(manager);
loader.load(
"https://threejs.org/examples/models/obj/female02/female02.obj",
function (obj) {
object = obj;
},
onProgress,
onError
);
//
renderer = new THREE.WebGLRenderer({ alpha: true });
renderer.setPixelRatio(window.devicePixelRatio);
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;
}
//
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
camera.position.x += (mouseX - camera.position.x) * 0.05;
camera.position.y += (-mouseY - camera.position.y) * 0.05;
camera.lookAt(scene.position);
scene.background = exrBackground;
renderer.toneMappingExposure = 1.0;
renderer.render(scene, camera);
}
</script>
In case you don't like SO snippets, here is the CodePen version you can vote/fork/share.
You can now use scene.environment
as the environment map for all physical materials in the scene. However, it's not possible to overwrite an existing texture assigned to MeshStandardMaterial.envMap. Doc