我正在尝试学习three.js,所以我的下一个个人挑战是从blender导入一个模型,一切都很顺利,但一些纹理出现了一些问题(使用演示链接可以看到它)。
这里托管了一个演示:https://googledrive.com/host/0BynsKHbZoT73elJpaUxqTlprVjQ/demos/3dworld/
在js控制台,您可以查看资料,也可以查看game.models.tree
从blender导出的材质:
materials" : [ {
"DbgColor" : 15658734,
"DbgIndex" : 0,
"DbgName" : "Material",
"blending" : "NormalBlending",
"colorAmbient" : [0.699999988079071, 0.699999988079071, 0.699999988079071],
"colorDiffuse" : [0.699999988079071, 0.699999988079071, 0.699999988079071],
"colorSpecular" : [0.125, 0.10904927551746368, 0.08209432661533356],
"depthTest" : true,
"depthWrite" : true,
"mapLight" : "Tree_Bark_Tiled.png",
"mapLightWrap" : ["repeat", "repeat"],
"mapNormal" : "Tree_Bark_Nor2.png",
"mapNormalFactor" : -1.0,
"mapNormalWrap" : ["repeat", "repeat"],
"shading" : "Phong",
"specularCoef" : 15,
"transparency" : 1.0,
"transparent" : false,
"vertexColors" : false
},
{
"DbgColor" : 15597568,
"DbgIndex" : 1,
"DbgName" : "Material.001",
"blending" : "NormalBlending",
"colorAmbient" : [1.0, 1.0, 1.0],
"colorDiffuse" : [1.0, 1.0, 1.0],
"colorSpecular" : [0.0, 0.0, 0.0],
"depthTest" : true,
"depthWrite" : true,
"mapLight" : "Tree_Leaves.png",
"mapLightWrap" : ["repeat", "repeat"],
"mapNormal" : "Tree_Leaves_Nor.png",
"mapNormalFactor" : -1.0,
"mapNormalWrap" : ["repeat", "repeat"],
"shading" : "Phong",
"specularCoef" : 15,
"transparency" : 1.0,
"transparent" : true,
"vertexColors" : false
},
{
"DbgColor" : 60928,
"DbgIndex" : 2,
"DbgName" : "Material.001",
"blending" : "NormalBlending",
"colorAmbient" : [1.0, 1.0, 1.0],
"colorDiffuse" : [1.0, 1.0, 1.0],
"colorSpecular" : [0.0, 0.0, 0.0],
"depthTest" : true,
"depthWrite" : true,
"mapLight" : "Tree_Leaves.png",
"mapLightWrap" : ["repeat", "repeat"],
"mapNormal" : "Tree_Leaves_Nor.png",
"mapNormalFactor" : -1.0,
"mapNormalWrap" : ["repeat", "repeat"],
"shading" : "Phong",
"specularCoef" : 15,
"transparency" : 1.0,
"transparent" : true,
"vertexColors" : false
},
{
"DbgColor" : 238,
"DbgIndex" : 3,
"DbgName" : "Material",
"blending" : "NormalBlending",
"colorAmbient" : [0.699999988079071, 0.699999988079071, 0.699999988079071],
"colorDiffuse" : [0.699999988079071, 0.699999988079071, 0.699999988079071],
"colorSpecular" : [0.125, 0.10904927551746368, 0.08209432661533356],
"depthTest" : true,
"depthWrite" : true,
"mapLight" : "Tree_Bark_Tiled.png",
"mapLightWrap" : ["repeat", "repeat"],
"mapNormal" : "Tree_Bark_Nor2.png",
"mapNormalFactor" : -1.0,
"mapNormalWrap" : ["repeat", "repeat"],
"shading" : "Phong",
"specularCoef" : 15,
"transparency" : 1.0,
"transparent" : false,
"vertexColors" : false
}],这是blender中的三个外观:

正如你所看到的,透明度消失了,树皮中的纹理没有正确映射。
有人能给我解释一下我哪里做错了吗?
谢谢:)
发布于 2013-04-18 14:58:40
材质导出是脆弱的,因为在搅拌器和Three.js参数之间并不总是有一个清晰的映射。因此,出口材料经常需要手工修复。
在这种情况下,导出器错误地猜测Tree_Bark_Tiled.png是灯光贴图,而不是漫反射贴图。若要解决此问题,请将所有材质引用更改为mapLight,将mapLightWrap更改为mapDiffuse和mapDiffuseWrap。您可能还希望调整其他属性,如颜色和镜面反射系数。
至于透明度问题,就有点棘手了。您可能想要添加一个alphaTest属性并尝试不同的值,例如0.5。另一件可以尝试的事情是禁用depthWrite。此外,默认情况下,如果存在法线贴图,three.js将使用特殊的法线贴图着色器。你可能会在没有法线贴图的情况下第一次尝试,因为根据我的经验,该着色器维护不善,很容易损坏。就我个人而言,我也将常规Phong材质用于法线贴图,因为它也有支持。
https://stackoverflow.com/questions/16047204
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