I'm currently using a black and white image as a bump map for my model. The model is an .obj
file with the associated .mtl
file for UV mapping. This is the code I use:
// Load material file
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath('/models/');
mtlLoader.load('model.mtl', function (materials) {
materials.preload();
// Load obj file
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('/models/');
objLoader.load('model.obj', function (group) {
var geometry = group.children[0].geometry;
model = new THREE.Mesh(geometry, otherModel.material.clone());
scene.add(model);
render();
callback();
});
});
At a latter time I add the bump map when I need it:
model.material.bumpMap = new THREE.Texture(canvas);
model.material.bumpScale = 0.8;
model.material.bumpMap.format = THREE.RGBFormat;
model.material.bumpMap.wrapS = mapRingModel.material.bumpMap.wrapT = THREE.RepeatWrapping;
model.material.bumpMap.minFilter = THREE.LinearFilter;
model.material.bumpMap.needsUpdate = true;
model.material.needsUpdate = true;
This works as expected but now I would like to use my texture as a displacement map instead of a bump map so I changed my code to:
model.material.displacementMap = new THREE.Texture(canvas);
model.material.displacementScale = 0.8;
model.material.displacementMap.format = THREE.RGBFormat;
model.material.displacementMap.wrapS = model.material.displacementMap.wrapT = THREE.RepeatWrapping;
model.material.displacementMap.minFilter = THREE.LinearFilter;
model.material.displacementMap.needsUpdate = true;
model.material.needsUpdate = true;
With the same texture applied the displacement is no applied at all. Is there anything I need to change on my UV mapping or texture to work as the bump map but with displacement?