我有一个简单的three.js场景,里面有球体和方向光。在球体上,你可以看到它逐渐变暗。如何使光到暗的过渡更快。如何让光更 "锐利"?
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>
实现预期效果的一种方法是通过toon shading。因此,给 网格卡通材料 试试。你也可以定义一个 梯度图 定义了材料的不同照明区域。
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/[email protected]/build/three.js"></script>
您可以设置 material.shininess
. 看这个
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>
即使有 MeshToonMaterial
你需要设置 shininess
如果你不想有镜面高光,则将其改为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/[email protected]/build/three.js"></script>
另外,相对的光量是硬编码的,除非你使用 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/[email protected]/build/three.js"></script>
请注意,上面的gradientMap是一个2x1像素的纹理,所以在面对光线和不面对光线之间的截止点将是50%。要移动截止点,可以把gradientMap做得更大。例如,一个5x1像素的纹理,有 black, black, white, white, white
四成黑,六成白
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/[email protected]/build/three.js"></script>
如果你想明确地设置这2种颜色,那么就把这2种颜色设置为 gradientMap
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/[email protected]/build/three.js"></script>
如果你想要2种以上的颜色分割,那么在gradientMap中放入2种以上的颜色。