Three js change color of glft meshes

hello! I want to dynamically change color of building from blender glft file. Here is my code

import * as THREE from "./three.module.js";
import { OrbitControls } from "./OrbitControls.js";
import { SVGLoader } from "./SVGLoader.js";
import { GLTFLoader } from "./GLTFLoader.js";
const canvas = document.getElementById('canvas')

let camera, scene, renreder,controls, geomerty, material, mesh, clock,ground;
var ambientLight;
var pointLight;
const params = {
    color: '#ffffff'
  };
const raycaster = new THREE.Raycaster()
const mouse = new THREE.Vector2()
clock = new THREE.Clock();
init()

function getRandomColor() {
    var letters = '0123456789ABCDEF';
    var color = '#';
    for (var i = 0; i < 6; i++) {
        color += letters[Math.floor(Math.random() * 16)];
    }
    return color;
}

function animation() {
    var delta = clock.getDelta(),
    time = clock.getElapsedTime() * 5;
    controls.update( delta );
    renreder.render(scene, camera)

}

function init() {
    
    camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight)
    camera.position.set(0, 0, 1);
    camera.lookAt(0,0,0);
    scene = new THREE.Scene()
    geomerty = new THREE.BoxGeometry(1, 1, 1)
    material = new THREE.MeshBasicMaterial({ color: "red" })
    mesh = new THREE.Mesh(geomerty, material)
    mesh.name ="cube1";
    mesh.position.set(0,0.5,0);
    mesh.castShadow = true;
    scene.add(mesh)
    scene.background = new THREE.Color( params.color );
    ground =  new THREE.Mesh(
        new THREE.PlaneGeometry(100,100,100),
        new THREE.MeshStandardMaterial({color: 0xffffff}));
    ground.material.side = THREE.DoubleSide;
    
    ground.rotation.x = -Math.PI / 2;
    ground.receiveShadow = true;
    scene.add(ground);
    canvas.addEventListener('mousemove', onMouseMove)
   
    renreder = new THREE.WebGLRenderer({ canvas: canvas })
    
    renreder.shadowMap.enabled = true;
    renreder.shadowMap.type = THREE.PCFSoftShadowMap;
    renreder.setSize(window.innerWidth, window.innerHeight)
    renreder.setAnimationLoop(animation)
    controls = new OrbitControls(camera, renreder.domElement);
    controls.enableKeys = true;
    controls.listenToKeyEvents(document.body);
    controls.keys = {
         LEFT: "ArrowLeft", //left arrow
         UP: "ArrowUp", // up arrow
         RIGHT: "ArrowRight", // right arrow
         BOTTOM: "ArrowDown" // down arrow
    }
    const light = new THREE.AmbientLight( 0x888888 ); // soft white light
    const light1 = new THREE.DirectionalLight( 0xffffff, 1.0 );
    scene.add( light );
    light1.position.set(-30, 40, 10);
    light1.castShadow = true;
    scene.add(light1);
    scene.add(light);
    var diry = new THREE.Vector3( 0, 1, 0 );
    diry.normalize();
    var dirx = new THREE.Vector3( 1, 0, 0 );
    dirx.normalize();
    var dirz = new THREE.Vector3( 0, 0, 1 );
    dirz.normalize();
    var origin = new THREE.Vector3( 0, 0, 0 );
    var length = 1;
    var hexy = 0x00ff00;
    var hexx = 0xff0000;
    var hexz = 0x0000ff;
    var arrowHelpery = new THREE.ArrowHelper( diry, origin, length, hexy );
    var arrowHelperx = new THREE.ArrowHelper( dirx, origin, length, hexx );
    var arrowHelperz = new THREE.ArrowHelper( dirz, origin, length, hexz );
    arrowHelpery.position.set (0,2,0);
    arrowHelperx.position.set (0,2,0);
    arrowHelperz.position.set (0,2,0);
    scene.add( arrowHelpery );
    scene.add( arrowHelperx );
    scene.add( arrowHelperz );
    const svgloader = new SVGLoader();
    const glftloader = new GLTFLoader();
    glftloader.load('house333.gltf',function(gltf){
       // console.log(glb)
        
        const model  = gltf.scene;
        scene.add(model);
        
        model.getObjectByName('40155389').material.color.setHex(0x00FF00);
              

       //     console.log(child);

        

    });
 
// load a SVG resource
svgloader.load(
	// resource URL
	'info3.svg',
	// called when the resource is loaded
	function ( data ) {

		const paths = data.paths;
		const group = new THREE.Group();

		for ( let i = 0; i < paths.length; i ++ ) {

			const path = paths[ i ];

			const material = new THREE.MeshBasicMaterial( {
				color: path.color,
				side: THREE.DoubleSide,
				depthWrite: false
			} );

			const shapes = SVGLoader.createShapes( path );

			for ( let j = 0; j < shapes.length; j ++ ) {

				const shape = shapes[ j ];
				const geometry = new THREE.ShapeGeometry( shape );
				geometry.applyMatrix4(new THREE.Matrix4().makeScale ( 0.01, -0.01, 0.01 ))
				const mesh1 = new THREE.Mesh( geometry, material );
                mesh1.name = "info1"
				group.add( mesh1 );
                
			}

		}
        group.position.set(-0.2,1.6,0);
		
		scene.add( group );
		group.cursor = 'pointer';

	},
	// called when loading is in progresses
	function ( xhr ) {

		console.log( ( xhr.loaded / xhr.total * 100 ) + '% loaded' );

	},
	// called when loading has errors
	function ( error ) {

		console.log( 'An error happened' );

	}
);
}
function onMouseMove(event) {
    mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
    mouse.y = - (event.clientY / window.innerHeight) * 2 + 1;
    raycaster.setFromCamera(mouse, camera)
    
    const intersects = raycaster.intersectObjects(scene.children, true)
    if (intersects.length > 0) {
        if (intersects[0].object.geometry.type == 'BoxGeometry') {
        intersects[0].object.material.color.set(getRandomColor())
       // console.log("object name "+intersects[0].object.name)
    }
    }
    if (intersects.length > 0) {
        if (intersects[0].object.geometry.type == 'ShapeGeometry') {
            intersects[0].object.material.color.set(0xff0000)

       // console.log("object name "+intersects[0].object.name)
    }
    }
    if (intersects.length == 0 || intersects[0].object.geometry.type == 'PlaneGeometry') {
        mesh.material.color.set(0xff0000)
        scene.traverse(function(child) {
            if (child.name === "info1") {
              child.material.color.set(0x00ff00) //apply same material to all meshes
            }
          });
    }
}

in this line model.getObjectByName(‘40155389’).material.color.setHex(0x00FF00); i want to change color of only that building, but color of all buildings changes. Please, help.

  1. You can give readable names in Blender in the right-hand side panel at the top:

You really won’t remember what 40155389 stands for in a month :smiling_face_with_tear:

  1. You can use just Color.set - it’ll determine whether to use .setHex or another method for you, depending on what you give it (since you can set colors using other Color instances, but also #00ff00 and 0x00ff00.)

  2. It’s most likely that you reuse materials in Blender - which is ok and absolutely normal workflow. But if you want to dynamically change a color / some-other-value on a reused material when the app is running, and only want the change to appear on a single mesh / model - you’ll make it non-reused and unique for only that mesh, just by cloning it:

const building = gltfFromBlender.getObjectByName('building-1');

if (building.material) {
  building.material = building.material.clone(); // NOTE Create unique instance of the original material, only applied to this mesh
  building.material.color.set(0x00ff00);
}
1 Like