我一直对我的搅拌机材料出现在three.js的问题。我经常看到的一个重要细节是GLTF格式对在Blender中导出节点设置的支持有限,最好坚持原则性的BSDF。但是,即使使用基本的BSDF设置(如下图所示),创建一个粗糙度为0的灰色反射立方体,我也无法在three.js中看到任何反射效果(也见图)。


这是我的three.js场景:
import * as THREE from "three"
import {GLTFLoader} from "three/examples/jsm/loaders/GLTFLoader.js"
import {OrbitControls} from "three/examples/jsm/controls/OrbitControls.js"
(async () => {
const gScene = new THREE.Scene()
const canvas = document.querySelector("#c")
const gRenderer = new THREE.WebGLRenderer({canvas})
const gCamera = new THREE.PerspectiveCamera(50, canvas.clientWidth/canvas.clientHeight, 0.1, 1000)
gCamera.position.x = 0
gCamera.position.Y = 100
gCamera.position.z = 20
const controls = new OrbitControls(gCamera, canvas)
controls.target.set(0,5,0)
controls.update()
const ambientLight = new THREE.AmbientLight(0xffffff, 40)
gScene.add(ambientLight)
const gltfLoader = new GLTFLoader()
let scene = await new Promise((resolve, reject) => {
gltfLoader.load('./scene.glb', (loadedGLB) => {
resolve(loadedGLB.scene)
})
})
gScene.add(scene)
function resizeRendererToDisplaySize(renderer){
const canvas = renderer.domElement
const pixelRatio = window.devicePixelRatio
const width = canvas.clientWidth * pixelRatio | 0
const height = canvas.clientHeight * pixelRatio | 0
const needResize = canvas.width !== width || canvas.height !== height
if (needResize){
renderer.setSize(width, height, false)
}
return needResize
}
function render(){
if(resizeRendererToDisplaySize(gRenderer)){
let canvas = gRenderer.domElement
gCamera.aspect = canvas.clientWidth/ canvas.clientHeight
gCamera.updateProjectionMatrix()
}
gRenderer.render(gScene,gCamera)
requestAnimationFrame(render)
}
requestAnimationFrame(render)
})()混合文件:https://drive.google.com/file/d/1rJXmlKuZsNXl3zRt8YqaB7nUamOfKRw3/view?usp=sharing
发布于 2021-06-20 08:15:39
你可以通过添加一个HDR环境地图到你的场景中来实现你想要的目标。其思想是通过RGBELoader加载各自的纹理,用PMREMGenerator对其进行预处理,然后将其应用于Scene.environment。通过这样做,纹理将被设置为场景中所有PBR材料的环境映射。
我建议您查看存储库中的基本glTF示例,了解更多细节。还要确保使用相同的渲染器配置(意思是确保在sRGB颜色空间中工作,并使用色调映射)。
https://stackoverflow.com/questions/68051024
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