我有一个简单的Three.js场景,其中包含球面和定向光。在球体上,您可以看到它逐渐变暗。如何更快地从明暗过渡。如何使灯光“更犀利”?
var scene, camera, renderer, controls, sphere, geometry, material, light;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = 3;
camera.position.z = 6;
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xffffff, 1);
document.body.appendChild(renderer.domElement);
geometry = new THREE.SphereGeometry(1, 32, 32);
material = new THREE.MeshPhongMaterial({
color: 0x777777
});
sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(0, 10, 10);
scene.add(light);
renderer.render(scene, camera);
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r83/three.js"></script>
答案 0 :(得分:3)
实现预期效果的一种方法是通过香椿遮蔽。因此,请尝试MeshToonMaterial。您还可以定义一个gradientMap来定义材质的不同亮区。
var scene, camera, renderer, controls, sphere, geometry, material, light;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = 3;
camera.position.z = 6;
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xffffff, 1);
document.body.appendChild(renderer.domElement);
geometry = new THREE.SphereGeometry(1, 32, 32);
material = new THREE.MeshToonMaterial({
color: 0x777777
});
sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(0, 10, 10);
scene.add(light);
renderer.render(scene, camera);
<script src="https://cdn.jsdelivr.net/npm/three@0.115/build/three.js"></script>
答案 1 :(得分:0)
您可以设置material.shininess
。 See this
var scene, camera, renderer, controls, sphere, geometry, material, light;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = 1;
camera.position.z = 2;
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xffffff, 1);
document.body.appendChild(renderer.domElement);
geometry = new THREE.SphereGeometry(1, 32, 32);
material = new THREE.MeshPhongMaterial({
color: 0x777777,
shininess: 400,
});
sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(0, 10, 10);
scene.add(light);
renderer.render(scene, camera);
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r83/three.js"></script>
即使不使用镜面高光,即使使用MeshToonMaterial
,也需要将shininess
设置为0
var scene, camera, renderer, controls, sphere, geometry, material, light;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = 1;
camera.position.z = 2;
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xffffff, 1);
document.body.appendChild(renderer.domElement);
geometry = new THREE.SphereGeometry(1, 32, 32);
material = new THREE.MeshToonMaterial({
color: 0x777777,
shininess: 0,
});
sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(0, 10, 10);
scene.add(light);
renderer.render(scene, camera);
<script src="https://cdn.jsdelivr.net/npm/three@0.115/build/three.js"></script>
此外,除非使用gradientMap
var scene, camera, renderer, controls, sphere, geometry, material, light;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = 0;
camera.position.z = 2;
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xffffff, 1);
document.body.appendChild(renderer.domElement);
geometry = new THREE.SphereGeometry(1, 32, 32);
material = new THREE.MeshToonMaterial({
color: 'red',
shininess: 0,
gradientMap: new THREE.DataTexture(
new Uint8Array([
0, // black (color away from light multiplied by color of material)
255, // white (color toward light multiplied by material
]),
2, // width of texture
1, // height of texture,
THREE.LuminanceFormat, // format of texture
),
});
sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(50, 50, 30);
scene.add(light);
renderer.render(scene, camera);
<script src="https://cdn.jsdelivr.net/npm/three@0.115/build/three.js"></script>
请注意,上面的gradientMap是2x1像素纹理,因此在面对光线与不面对光线之间的截止时间为50%。要移动截止点,请使gradientMap更大。例如,带有black, black, white, white, white
的5x1像素纹理将为40%黑色,60%白色
var scene, camera, renderer, controls, sphere, geometry, material, light;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = 0;
camera.position.z = 2;
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xffffff, 1);
document.body.appendChild(renderer.domElement);
geometry = new THREE.SphereGeometry(1, 32, 32);
material = new THREE.MeshToonMaterial({
color: 'red',
shininess: 0,
gradientMap: new THREE.DataTexture(
new Uint8Array([
0, // black (color away from light multiplied by color of material)
0,
255, // white (color toward light multiplied by material
255,
255,
]),
5, // width of texture
1, // height of texture,
THREE.LuminanceFormat, // format of texture
),
});
sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(50, 50, 30);
scene.add(light);
renderer.render(scene, camera);
<script src="https://cdn.jsdelivr.net/npm/three@0.115/build/three.js"></script>
如果要显式设置2种颜色,则使gradientMap
具有颜色并将材料颜色设置为白色
var scene, camera, renderer, controls, sphere, geometry, material, light;
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000);
camera.position.x = 0;
camera.position.z = 2;
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0xffffff, 1);
document.body.appendChild(renderer.domElement);
geometry = new THREE.SphereGeometry(1, 32, 32);
material = new THREE.MeshToonMaterial({
color: 'white',
shininess: 0,
gradientMap: new THREE.DataTexture(
new Uint8Array([
255, 0, 255, // purple (color away from light multiplied by color of material)
0, 255, 255, // cyan (color toward light multiplied by material
]),
2, // width of texture
1, // height of texture,
THREE.RGBFormat, // format of texture
),
});
sphere = new THREE.Mesh(geometry, material);
scene.add(sphere);
light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(50, 50, 30);
scene.add(light);
renderer.render(scene, camera);
<script src="https://cdn.jsdelivr.net/npm/three@0.115/build/three.js"></script>
如果您想要2种以上的颜色/分区,则将2种以上的颜色放置在gradientMap中