hi i am trying to import model i created in blender, i think im not exporting gltf properly, basically i get overlit render in threejs. iamge1
this is what i want my model to look like: image2
here is link to my project and gltf i exported: project link
also pay attention to red circle in image1 : that is yellow wire on the roof, for some reason in gltf format it messes up.
Do you mind sharing the glTF asset differently? I can open the zip on macOS for some reasons.
BTW: The bloom effect you are seeing in the original project will not automatically be applied by loading the glTF asset. You need post processing for this like demonstrated in webgl_postprocessing_unreal_bloom.
yes i know about post processing., but before that i just want to have normal looking model in threejs to than apply post processing and other stuff.
i will upload on my drive and give you the link for both blend and gltf files then.
here is the link to drive with blend, gltf and code i used : link
A possible issue despite it should not happen with blender since itās the ultimate official three.js companion (your case is strange):
gltf loader is known for bad srgb conversion sometimes, like with cinema4D wich always display them darker because the colors are already pre-converted in the binary code. Not a big deal, you can try to open the loader script and remove any mention/function related to āsrgbā and check if it improve.
three runs in a different color space than blender, the default is a little less useful because it bands and rips colors apart. you must set outputencoding to srgb, and itās generally recommended to switch on color management, look at this: three.js docs
@donmccurdy btw this is what error i get everytime i use that code you linked
was blocked due to MIME type (ātext/htmlā) mismatch (X-Content-Type-Options: nosniff).
and i think its becasue of this partā¦
import * as THREE from 'three';
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
import { RGBELoader } from './jsm/loaders/RGBELoader.js';
would be nice if anyone actually fixes my model and shows me working code
i used a tool that allows me to alter the gltf scene graph (gltfjsx), in vanilla you will have to traverse and stretch colors. refer to this thread EffectComposer with scene background - #3 by drcmda it explains how to use bloom selectively.
ps. these are not import paths:
import { OrbitControls } from './jsm/controls/OrbitControls.js';
import { GLTFLoader } from './jsm/loaders/GLTFLoader.js';
import { RGBELoader } from './jsm/loaders/RGBELoader.js';
Yes your are perfectly right butā¦
Sadly I canāt lock my entire renderer behind gltfLoader color requirement.
Iām using three.js as a messy experimental field, with convoluted shenanigans sometimes (In factā¦all the time? )
The natural move for my case is to simply remove any automatic process behind color management.
Once again, no big deal. It take 30 sec, I donāt expect the loader to adapt for any wild purpose.
@drcmda do you know any video or blog that shows similar work-flow? i would like to understand everything about it, also i wonder is react necessary or not?
i first saw @donmccurdy explain hdr workflow on a discord, selective bloom has confused me for years and how people are usually handling it seems quite complicated, i just didnāt know it was that easy. you donāt need react, itās hard for me to make a vanilla demo as it would take too much time, but all the principles apply.
set up bloom with a threshold of 1 (nothing gets bloomed)
push material colors into hd range
disable tonemapping
i donāt think there are tutorials, you will always find people messing with copy shaders, traversal, layers, which seems somewhat complex and messy, perhaps even slower since you will double render.
I am struggling with a very similar problem like @mrmiyagi and followed your conversation. I tried to download the ZIP file you uploaded on codesandbox.io (@drcmda) but opened it in Visual Studio code. When I open it through the Live Server in the browser I canāt see anything. This is a problem I stumbled already over many times. Is it because I need to change these paths or extra download these files and store them somewhere? :
import * as THREE from āthreeā
import { useGLTF } from ā@react-three/dreiā
import { Canvas, extend } from ā@react-three/fiberā
import { Effects, OrbitControls, OrthographicCamera, BakeShadows } from ā@react-three/dreiā
import { UnrealBloomPass } from āthree-stdlibā
when you click download on codesandbox the zip contains a self contained project, i believe they use parcel. you need to have node installed, then just run ānpm installā inside and now ānpm run startā. live server sounds suspect to me, that isnāt normally how web dev works unless that server knows how to read the projects package.json and so on.
and just to repeat, react is there only bc i like to pair it with three. you can do this with three/jsm/effects/EffectComposer which is also what the abstraction above uses.
Good idea.
There is one more thing you didnāt mention: EffectComposer has to be instantiated with a WebGLRenderTarget in the second parameter, otherwise there will be no glowing.
@drcmda to be honest adding bloom is understandable for me, but the part where you took my gltf which looked white and over exposed and made it actually look as its supposed to be, is what i want to learn more about