I succesfully added an environment map. But what I ideally would like to is to have all the reflections on my model from the environment, but not being able to actually see the environment itself.
is that possible? cant find it on the net
var path = 'model/';
var format = '.jpg';
var envMap = new THREE.CubeTextureLoader().load( [
path + 'posx' + format, path + 'negx' + format,
path + 'posy' + format, path + 'negy' + format,
path + 'posz' + format, path + 'negz' + format
] );
scene = new THREE.Scene();
scene.background = envMap;
light = new THREE.HemisphereLight( 0xbbbbff, 0x444422 );
light.position.set( 0, 1, 0 );
scene.add( light );
Are you looking for something like this? https://jsfiddle.net/f2Lommf5/15357/
The idea is to assign the cube texture to the .envMap
property of your material.
Oh man, you are the bomb! exactly what I was looking for. Weird I couldnt find it, been search for 2 hours and all I found were tutorials / examples with a background lol. Thanks so much (again) Mugen!
Last question if I may. How does one do something like this: https://marmoset.co/viewer/
(for example top row most right example e.g. Greater Demon)
What kind of light do they use so everything is equally visible, yet has 100% of the material quality as shown inside your 3d tool?
Try to load you model with a lighting setup like in this example: https://threejs.org/examples/#webgl_loader_fbx
In general, it canโt tell you something specific since the viewer does not use three.js
. But the code used in the example is maybe a good starting point for you (a combination of a HemisphereLight
and DirectionalLight
).
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The example does not use an AmbientLight
since HemisphereLight
is already an indirect diffuse light source. In most cases, you donโt use both light types at the same time.
Yeah, there should be โorโ instead of โandโ
Just to clarify, my reply is not related to that specific Three.js example.
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