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我正在尝试学习three.js,所以我的下一个个人挑战是从搅拌机导入模型,一切顺利,但一些纹理出现了一些问题(使用演示链接能够看到它)。

这里有一个演示:https ://googledrive.com/host/0BynsKHbZoT73elJpaUxqTlprVjQ/demos/3dworld/

在js控制台可以查看素材,也可以查看game.models.tree

从搅拌机导出的材料:

    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
}],

这是搅拌机中三个的外观:

在此处输入图像描述

如您所见,透明度消失了,并且树皮中的纹理未正确映射。

有人可以解释一下我做错了什么吗?

谢谢 :)

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1 回答 1

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材质导出很脆弱,因为 Blender 和 Three.js 参数之间并不总是有清晰的映射。因此,出口的材料经常需要手工固定。

在这种情况下,导出器错误地猜测 Tree_Bark_Tiled.png 是光照贴图而不是漫反射贴图。要解决此问题,请将所有材料引用更改为mapLightmapLightWrapmapDiffusemapDiffuseWrap。您可能还想调整其他属性,例如颜色和镜面反射系数。

至于透明度问题,它有点棘手。您可能想要添加一个alphaTest属性并为其尝试不同的值,例如 0.5。要尝试的另一件事是禁用depthWrite. 此外,默认情况下,如果存在法线贴图,three.js 会使用特殊的法线贴图着色器。您可能首先尝试不使用法线贴图,因为根据我的经验,该着色器维护不善且容易损坏。就我个人而言,我也将常规的 Phong 材质用于法线贴图,因为它也有支持。

于 2013-04-18T06:58:40.010 回答