# Photorealist issue of models from external 3D tools

**URL:** <https://discourse.threejs.org/t/photorealist-issue-of-models-from-external-3d-tools/9701>\
**Category:** Questions\
**Tags:** loaders, materials, textures\
**Created:** [September 18, 2019, 11:24am UTC](https://discourse.threejs.org/t/photorealist-issue-of-models-from-external-3d-tools/9701 "2019-09-18T11:24:54Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![DevArt](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/devart/32/6940_2.png) [@DevArt](https://discourse.threejs.org/u/DevArt)\
**Post date:** [September 18, 2019, 11:24am UTC](https://discourse.threejs.org/t/photorealist-issue-of-models-from-external-3d-tools/9701/1 "2019-09-18T11:24:54Z")

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Hello.

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.  
Thanks.

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<div class="post-metadata">

**Author:** ![DevArt](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/devart/32/6940_2.png) [@DevArt](https://discourse.threejs.org/u/DevArt)\
**Post date:** [September 18, 2019, 11:56am UTC](https://discourse.threejs.org/t/photorealist-issue-of-models-from-external-3d-tools/9701/3 "2019-09-18T11:56:31Z")

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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](https://discourse.threejs.org/uploads/short-url/96x1Xr421UgTCoENqRq1CkPXoDl.js) (11.7 KB)

Below code part is the model loading part.

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

  console.error( e );

} );

```

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<div class="post-metadata">

**Author:** ![DevArt](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/devart/32/6940_2.png) [@DevArt](https://discourse.threejs.org/u/DevArt)\
**Post date:** [September 18, 2019, 11:58am UTC](https://discourse.threejs.org/t/photorealist-issue-of-models-from-external-3d-tools/9701/4 "2019-09-18T11:58:12Z")

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> **[box1.fbx](https://drive.google.com/file/d/1qxoCRBK0tlIGjQkctdMtT5G1reha5z5i/view?usp=drive_open)**
>
> Google Drive file.

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**Author:** ![Mugen87](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/mugen87/32/5645_2.png) [@Mugen87](https://discourse.threejs.org/u/Mugen87)\
**Post date:** [September 18, 2019, 12:30pm UTC](https://discourse.threejs.org/t/photorealist-issue-of-models-from-external-3d-tools/9701/5 "2019-09-18T12:30:12Z")

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> [@DevArt](#):
>
> By using primitive models, it was easy.

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?

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<div class="post-metadata">

**Author:** ![DevArt](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/devart/32/6940_2.png) [@DevArt](https://discourse.threejs.org/u/DevArt)\
**Post date:** [September 18, 2019, 12:45pm UTC](https://discourse.threejs.org/t/photorealist-issue-of-models-from-external-3d-tools/9701/6 "2019-09-18T12:45:44Z")

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> **[Wedding-Card.mov (video)](https://drive.google.com/file/d/1SgS5Shf5WE9t26K41sgpSXjESM_QRnwQ/view?usp=drive_open)**
>
> Google Drive file.

  
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.
