I loaded 2 different .glb models and added the same texture and used to same repeat values for x, y and z, but… on one model the texture appears clearly and on the other model the texture is zoomed in and appears as a plain color.
So my question is besides setting repeat values for a texture what else determines how the texture appears.
The models are from different sources, the first one i downloaded it here https://s3-us-west-2.amazonaws.com/s.cdpn.io/1376484/chair.glb and the other one i created it using Marvelous designer and converted it to .glb using blender.
The texture coordinates of the model. They are also called uv coordinates and usually authored in a tool like Blender. Although in some (rare) cases, they are also created computationally. For example the geometry generators of three.js
(BoxGeometry
or SphereGeometry
) are doing this.
If you want to find out whether texture coordinates are defined you can check if the geometries of your meshes have a uv
buffer attribute. If it is missing, applying textures won’t work as expected. In this case, you have to re-export the model from Blender with proper texture coordinates.
BTW: Debugging textures like this one are also helpful to verify the existence or integrity of texture coordinates.
Mugen87 thanks a lot …i did some uv editing in blender and exported to .glb and now textures fit perfectly
)
1 Like