Reflection looks weird after updating geometry vertices

Hey all,

When I update the bottom vertices of a geometry the reflection will look weird:

This is how it should look like:

This is the code which moves the vertices:

for (let vertex of wallGeometry.vertices) {
    if (vertex.y === 0) {
        vertex.y = buildingSettings.wall.bottomOffset;
    }
}

If you update vertices, it might be necessary to recompute normal data. Try it with computeVertexNormals() and/or computeFaceNormals().

1 Like

I have tried both, but it didn’t make any difference.
I am using Three.js version 121.1

const wallShape = shape;
const wallExtrudeSettings = { depth: buildingSettings.wall.thickness, steps: 1, bevelEnabled: false };
const wallGeometry = new THREE.ExtrudeGeometry(wallShape, wallExtrudeSettings);
for (let vertex of wallGeometry.vertices) {
    if (vertex.y === 0) {
        vertex.y = buildingSettings.wall.bottomOffset;
    }
}

wallGeometry.computeFaceNormals();
wallGeometry.computeVertexNormals();

const wallMesh = new THREE.Mesh(wallGeometry, wallMaterial);
wallMesh.name = positionName + ' wall';
wallMesh.castShadow = true;
wallMesh.receiveShadow = true;
objGroup.add(wallMesh);

When I disable the normal map everything seems fine:

const wallMaterial = new THREE.MeshPhongMaterial({
    color: new THREE.Color(0x3b505f).convertSRGBToLinear(),
    wireframe: false,
    // normalMap: normalMapTexture,
    shininess: 50,
    transparent: true,
    opacity: 1,
});

With this normal map the issue is even better visible :frowning_face:

This is how it should look like:

If you update the vertices, you probably have to update uv coordinates, too. Otherwise textures will look stretched.

3 Likes

Cheers, fixed it by adding the following code:

for (const uvArray of wallGeometry.faceVertexUvs[0]) {
    for (const uv of uvArray) {
        if (uv.y === 0) {
            uv.y = buildingSettings.wall.bottomOffset;
        }
    }
}