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Tapani J. edited this page Mar 14, 2014
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- Examples
- General http://threejs.org/examples/#webgl_materials2
- Normal map
- Bump map http://threejs.org/examples/#webgl_materials_bumpmap
- Create a normalmap shader with THREE.ShaderLib
- Modify uniforms
- normal map needs following
- uniforms[ "tNormal" ].value = THREE.ImageUtils.loadTexture( "models/MAP_deer_G-03_NRM.png" );
- specular needs following
- uniforms[ "enableSpecular" ].value = true;
- set texture to "tSpecular" and color to "specular"
- uniforms[ "tSpecular" ].value = THREE.ImageUtils.loadTexture( "models/MAP_deer_G-03_SPEC.png" );
- uniforms[ "specular" ].value.setHex( specular ); // specular = 0xffffff
- If your model is black or texture is not visible then "uniforms[ "enableAO" ].value = true;" might cause it
- Apply material to Three.Mesh
- If youre using single texture (+diffuse, specular) or single material (check from blender) then you're fine by just directly applying the material to a mesh
- jsonLoader.load( "models/White_Tail_Deer_all.js", function( geometry ) { addModelToScene(geometry, material)} )
- --> new THREE.Mesh( geometry, material );
- If you're model uses multiple textures then you may use MeshFaceMaterial
- var material = new THREE.MeshFaceMaterial( materials ); // parameter should be an array of materials
- deer = new THREE.Mesh( geometry, material );
- use converter three.js\utils\converters\obj\convert_obj_three.py
- help included in the py file. Blender section talks about export settings that do not exist anymore. That's a problem
- you probably need to use python26
- Bones might cause errors
- gl error invalid operation
- solution: geometry.computeTangets() in the beginning of your loader callback