Three.js - 使用MeshFaceMaterial创建阴影

时间:2021-12-26 19:36:16

I have tried a few different lights now (Directional, Spot, Point), but none of them produce a nice shadow on MeshFaceMaterial objects. Instead, the entire MeshFaceMaterial object will become black.

我现在尝试了几种不同的灯(Directional,Spot,Point),但它们都没有在MeshFaceMaterial对象上产生漂亮的阴影。相反,整个MeshFaceMaterial对象将变为黑色。

My Test Website (please view with a grain of salt, constantly being changed).

我的测试网站(请查看,不断变化)。

How can I use lights to create shadows on MeshFaceMaterials? Does MeshFaceMaterial support shadows? The documentation says "Affects objects using MeshLambertMaterial or MeshPhongMaterial."

如何使用灯光在MeshFaceMaterials上创建阴影? MeshFaceMaterial是否支持阴影?文档说“使用MeshLambertMaterial或MeshPhongMaterial影响对象”。

Here is sample code of how I am loading .json model.

这是我如何加载.json模型的示例代码。

loader.load('sample-concrete.js', function ( geometry, materials ) {  
    mesh1 = new THREE.Mesh(
        geometry, new THREE.MeshFaceMaterial( materials )
    );

    mesh1.rotation.x = -Math.PI / 2;
    scene.add( mesh1 );
});

and here is a sample of the material from my .json file.

这是我的.json文件中的材料示例。

"materials": [
{
"DbgIndex" : 0,
"DbgName"  : "Steel",
"colorDiffuse"  : [0.3059, 0.0471, 0.0471],
"colorAmbient"  : [0.3059, 0.0471, 0.0471],
"colorSpecular"  : [1.0000, 1.0000, 1.0000],
"transparency"  : 1.0,
"specularCoef"  : 25.0,
"vertexColors" : false
}

Thank you.

1 个解决方案

#1


A MeshFaceMaterial is just a collection of materials. So if your materials variable contains MeshLambertMaterial or MeshPhongMaterial you should be fine. Shadows will be generated from a DirectionalLight or a SpotLight.

MeshFaceMaterial只是一组材料。因此,如果您的材料变量包含MeshLambertMaterial或MeshPhongMaterial,那么您应该没问题。将从DirectionalLight或SpotLight生成阴影。

Just make sure your renderer has:

只需确保您的渲染器具有:

renderer.shadowMapEnabled = true;

your light has:

你的光有:

light.castShadow = true;

each one of your meshes:

每个网格:

mesh.castShadow = true;

and you have at least one object (a plane for example) where you do:

并且您至少有一个对象(例如一个平面):

plane.receiveShadow = true;

#1


A MeshFaceMaterial is just a collection of materials. So if your materials variable contains MeshLambertMaterial or MeshPhongMaterial you should be fine. Shadows will be generated from a DirectionalLight or a SpotLight.

MeshFaceMaterial只是一组材料。因此,如果您的材料变量包含MeshLambertMaterial或MeshPhongMaterial,那么您应该没问题。将从DirectionalLight或SpotLight生成阴影。

Just make sure your renderer has:

只需确保您的渲染器具有:

renderer.shadowMapEnabled = true;

your light has:

你的光有:

light.castShadow = true;

each one of your meshes:

每个网格:

mesh.castShadow = true;

and you have at least one object (a plane for example) where you do:

并且您至少有一个对象(例如一个平面):

plane.receiveShadow = true;