Photorealist issue of models from external 3D tools


I have tried to implement photorealistic result in Three.js.
By using primitive models, it was easy.

But I couldn’t implement photorealism on the imported models from external 3D tool.

Kindly, I would like to know the solution.

I am using this model from Maya. And also tried to use Blender also.
But the result was same.

And this is the source code.
three.canvas.js (11.7 KB)

Below code part is the model loading part.

var loader = new FBXLoader( loadingmanager );
  loader.setPath( '/assets-front/models/' );
  loader.load( 'box1.fbx', function ( object ) {
    // mixer = new THREE.AnimationMixer( object );
    // var action = mixer.clipAction( object.animations[ 0 ] );
    // object.traverse( function ( child ) {
    //   if ( child.isMesh ) {
    //     child.castShadow = true;
    //     child.receiveShadow = true;
    //   }
    // } );
    scene.add( object );
    // addShadows();
  }, undefined, function ( e ) {

  console.error( e );

} );

I don’t understand this sentence. Why was it easy and why is it hard with a different model? Can you please share a screenshot of the actual and expected result?

This is by using Three.js primitive geometries. I added materials and textures one by one. And also adjusted the value of some factors such as bumpScale, displacementScale, etc.

But as you know, the models from external 3D tool, they have materials already.