我在搅拌机中创建了一棵树并将其导出以便在three.js中使用,模型显示但它只是黑白两色。使用原始颜色加载模型的正确方法是什么?
.json文件:
{
"metadata": {
"formatVersion" : 3.1,
"generatedBy" : "Blender 2.7 Exporter",
"vertices" : 112,
"faces" : 120,
"normals" : 112,
"colors" : 0,
"uvs" : [],
"materials" : 1,
"morphTargets" : 0,
"bones" : 0
},
"scale" : 1.000000,
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"skinIndices" : [],
"skinWeights" : [],
"morphTargets" : [],
"bones" : [],
"animations" : [],
"colors" : [],
"materials" : [
{
"DbgColor": 15658734,
"DbgIndex": 0,
"DbgName": "Material.003",
"blending": "NormalBlending",
"colorAmbient": [0.07535794736445611, 0.0212742938439211, 0.0012633113397486975],
"colorDiffuse": [0.07535794736445611, 0.0212742938439211, 0.0012633113397486975],
"colorEmissive": [0.0, 0.0, 0.0],
"colorSpecular": [0.3612307117656144, 0.3597913161316253, 0.3854166567325592],
"depthTest": true,
"depthWrite": true,
"shading": "Lambert",
"specularCoef": 50,
"transparency": 1.0,
"transparent": false,
"vertexColors": false
},
{
"DbgColor": 15597568,
"DbgIndex": 1,
"DbgName": "Material.004",
"blending": "NormalBlending",
"colorAmbient": [0.6400000190734865, 0.6400000190734865, 0.6400000190734865],
"colorDiffuse": [0.6400000190734865, 0.6400000190734865, 0.6400000190734865],
"colorEmissive": [0.0, 0.0, 0.0],
"colorSpecular": [0.5, 0.5, 0.5],
"depthTest": true,
"depthWrite": true,
"shading": "Lambert",
"specularCoef": 50,
"transparency": 1.0,
"transparent": false,
"vertexColors": false
},
{
"DbgColor": 60928,
"DbgIndex": 2,
"DbgName": "Material.005",
"blending": "NormalBlending",
"colorAmbient": [0.0044415605133128755, 0.0406652089697912, 0.002429789625518902],
"colorDiffuse": [0.0044415605133128755, 0.0406652089697912, 0.002429789625518902],
"colorEmissive": [0.0, 0.0, 0.0],
"colorSpecular": [0.1161513477563858, 0.4715087115764618, 0.5],
"depthTest": true,
"depthWrite": true,
"shading": "Lambert",
"specularCoef": 50,
"transparency": 1.0,
"transparent": false,
"vertexColors": false
}
]
}
我尝试了以下方法,它们都产生了类似的结果。
var loader = new THREE.JSONLoader();
loader.load("models/pine.json", function ( geometry, material ) {
var mat = new THREE.MeshFaceMaterial( material );
mesh = new THREE.Mesh( geometry, mat );
scene.add(mesh);
});
var loader = new THREE.JSONLoader();
loader.load("models/pine.json", function ( geometry, material ) {
var mat = new THREE.MeshFaceMaterial( material );
mesh = new THREE.Mesh( geometry, mat );
scene.add(mesh);
});
var loader = new THREE.JSONLoader();
loader.load("models/pine.json", function ( geometry, material ) {
var mats = [];
for (var m in material)
mats.push(new THREE.MeshLambertMaterial( m ))
var mat = new THREE.MeshFaceMaterial( mats );
mesh = new THREE.Mesh( geometry, mat );
scene.add(mesh);
});
您可以在此处查看我的nodejs服务器上运行的问题:
http://173.66.170.88:2626/
http://173.66.170.88:2626/js/map-editor.js
http://173.66.170.88:2626/models/pine.json
模特截图:
http://173.66.170.88:2626/models/pine.png
答案 0 :(得分:1)
您在调用材料时使用'mat'。这是它应该是什么:
var loader = new THREE.JSONLoader();
loader.load("models/pine.json", function ( geometry, materials ) {
var material = new THREE.MeshFaceMaterial( materials );
mesh = new THREE.Mesh( geometry, material );
scene.add(mesh);
});
PS:你的模特真的很黑。与真正明亮和白色的一切相比,尝试使其更加明亮的绿色和棕色,以适应景观。