How can i fix texture spread

hello

i have a question

A ply model without a uv was added by creating a uv.

and i added texture

The texture stretches along the z-axis. Why is this so? What is the reason?

this is my code

const plyloader = new PLYLoader()
plyloader.load(
    './models/newmesh.ply',
    function (geometry) {
    geometry.computeBoundingBox();

    const positionAttribute = geometry.attributes.position;  
    // Create a new Float32BufferAttribute to hold the UV coordinates
    const uvAttribute = new THREE.Float32BufferAttribute( geometry.attributes.position.count * 3, 3 );
    // Calculate the UV coordinates based on the geometry's bounding box
    const boundingBox = new THREE.Box3().setFromBufferAttribute( positionAttribute );
      console.log(boundingBox)
    for ( let i = 0; i < positionAttribute.count; i ++ ) {
      const point = new THREE.Vector3().fromBufferAttribute( positionAttribute, i );
      const uv  = new THREE.Vector4( 
      ( point.x - boundingBox.min.x ) / ( boundingBox.max.x - boundingBox.min.x ),
      ( point.y - boundingBox.min.y ) / ( boundingBox.max.y - boundingBox.min.y ),
      ( point.z - boundingBox.min.z ) / ( boundingBox.max.z - boundingBox.min.z ),
      ); 
      uvAttribute.setXYZ(i, uv.x, uv.y, uv.z);
    }
      // Set the UV attribute of the geometry
      geometry.setAttribute( 'uv', uvAttribute );
      // Create a new Mesh with the geometry and a material
      const material = new THREE.MeshStandardMaterial( { map: texture, side: THREE.DoubleSide } );
      const mesh = new THREE.Mesh( geometry, material );
      mesh.scale.set(0.01,0.01,0.01)
      // Add the mesh to the scene

      editor.scene.add( mesh );
      console.log(mesh)
    },
    (xhr) => {
        console.log((xhr.loaded / xhr.total) * 100 + '% loaded')
    },
    (error) => {
        console.log(error)
    }
)

UVs are 2D coordinates. When you calculate texture coordinates from X, Y and Z positions, only X and Y are actually used as texture coordinates, so:

  • pos(1,2,0) → uv(1,2)
  • pos(1,2,1) → uv(1,2)
  • pos(1,2,1000) → uv(1,2)

So, along Z axis the texture coordinates will be the same, as if Z is a constant.

so. how can i fix that??/

For horizontal and almost horizontal surfaces the UV coordinates can be calculated from XZ coordinates, not from XY. See this for a demo:

However, in some cases automatic calculation of UVs is not as good as having UVs set manually in an editor like Blender.

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thank you so much!!!

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