Render of low poly model tris showing very hard/marked in three.js compared to sketchfab/unit3d/Iray

I’m finding the rendering result in three.js shows very hard marked polygons of the low poly object, I’m comparing this to sketchfab , unity3d and Iray render results.

Here’s a snapshot of the edge flow shown in maya : https://drive.google.com/open?id=1qNA4VoZf-rSyq3_MQdeZqdFC6BxsE3un

Here’s what the model looks in maya’s view panel (not subdivided): https://drive.google.com/open?id=1US-fv5-v2ygReqjRPgcsQSusrAXTxVG5

Here’s a snapshot of the three.js render (marked in red box more noticeable)

https://drive.google.com/open?id=1K3CIBLvA7skVUPWL0qInLcFrK74DtriK

here sketchfabs without shadows/post-processing filters

https://drive.google.com/open?id=1rozZyBSU1HwPPk4EnKFyc7SVvFNXQBwz

I’m reusing envmap hdr example and hdr setting.

I tried the following: I softened edges in maya. I also tried the lines below separately and combined but there was not result.

//vaseMesh.geometry.mergeVertices(); and //vaseMesh.geometry.computeVertexNormals();

normalScale appears to be best at material.normalScale.x = -1;

I also tried but had same result without hdr or tonemapping settings as per displacement three.js example https://threejs.org/examples/?q=displ#webgl_materials_displacementmap

Can someone please share some thoughts on what I can try differently?

Thank you for your help, Sergio.

I can’t add more than 5 links to this post: Unity3d and Iray render snapshots, model FBX, albedo and normal maps and three.js code on https://stackoverflow.com/questions/55435561/render-of-low-poly-model-tris-showing-very-hard-marked-in-three-js-compared-to-s

I’ve imported your FBX with the diffuse and normal map in the three.js editor. It looks like so with MeshStandardMaterial:

image

Looking at your code, I wonder why you are setting flatShading to true. This seems not right to me if you want a similar visual result like in the other engines/tools.

2 Likes

Hi @Mugen87 , removing the setting did it, thank you so much for your help!!
Cheers, Sergio