本文主要是介绍Three.js之PBR材质与环境贴图,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
参考资料
- PBR材质简介
- …
- 三维软件导出PBR材质属性
知识点
注:基于Three.jsv0.155.0
- PBR材质简介
- PBR材质金属度和粗糙度:
metalness
、roughness
- 环境贴图.envMap(金属效果):
CubeTextureLoader
、envMapIntensity
- MeshPhysicalMaterial清漆层:
clearcoat
、clearcoatRoughness
- 物理材质透光率
.transmission
、折射率.ior
- 三维软件导出PBR材质属性
PBR材质简介
所谓PBR就是,基于物理的渲染(physically-based rendering)
-
网格模型材质
- MeshLambertMaterial: Lambert光照模型(漫反射)
- MeshPhongMaterial:Phong光照模型(漫反射、高光反射)
- MeshStandardMaterial和MeshPhysicalMaterial:基于物理的光照模型(微平面理论、能量守恒、菲涅尔反射…)
PBR材质相比MeshLambertMaterial和MeshPhongMaterial可以提供更逼真的、更接近生活中的材质效果,当然也会占用更多的电脑硬件资源。
通过MeshPhysicalMaterial文档,提供的资源,可以查看多个PBR材质的案例效果,系统课程中轿车展示案例也会用到PBR材质
-
渲染占用资源和表现能力
占用渲染资源 MeshBasicMaterial < MeshLambertMaterial < MeshPhongMaterial < MeshStandardMaterial < MeshPhysicalMaterial
渲染表现能力 MeshBasicMaterial < MeshLambertMaterial < MeshPhongMaterial < MeshStandardMaterial < MeshPhysicalMaterial
代码实现
<!DOCTYPE html>
<html lang="en">
<head><meta charset="UTF-8"><title>Three.js</title>
</head><body></body><!-- 具体路径配置,你根据自己文件目录设置,我的是课件中源码形式 --><script type="importmap">{"imports": {"three": "./js/three.module.js","three/addons/": "../three.js/examples/jsm/"}}</script><script type="module">import * as THREE from 'three';import { OrbitControls } from 'three/addons/controls/OrbitControls.js';import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';const width = window.innerWidthconst height = window.innerHeight// 场景const scene = new THREE.Scene();const cubeTexture = new THREE.CubeTextureLoader().setPath('./img/环境贴图3/').load(['px.jpg', 'nx.jpg', 'py.jpg', 'ny.jpg', 'pz.jpg', 'nz.jpg'])const loader = new GLTFLoader();// 加载工厂文件loader.load('assets/金属.glb', function(gltf) {// 模型const model = gltf.scene;// 遍历模型model.traverse(function(child){// 判断是否为网格if(child.isMesh){// 设置材质child.material = new THREE.MeshStandardMaterial({metalness: 1.0,//金属度属性roughness: 0.5,//粗糙度属性envMap: cubeTexture,//环境贴图envMapIntensity: 0.5,//环境贴图强度})}});scene.add(model);})const loader2 = new GLTFLoader();// 加载工厂文件loader2.load('assets/轿车.glb', function(gltf) {// 模型const model = gltf.scene;model.position.set(100, 100, 100);console.log('🚀 ~ file: 7PBR材质与纹理贴图.html:61 ~ loader2.load ~ model:', model)var waike = model.getObjectByName('外壳01')waike.material = new THREE.MeshPhysicalMaterial({color: waike.material.color,clearcoat: 1.0, //物体表面清漆层或者说透明涂层的厚度clearcoatRoughness: 0.1, //物体表面清漆的粗糙度metalness: 0.5, //金属度属性roughness: 0.5, //粗糙度属性envMap: cubeTexture,//环境贴图envMapIntensity: 0.5,//环境贴图强度})var boli = model.getObjectByName('玻璃01')boli.material = new THREE.MeshPhysicalMaterial({color: boli.material.color,transmission: 1, //透射属性ior:1.5,//折射率metalness: 0.0, //金属度属性roughness: 0, //粗糙度属性envMap: cubeTexture,//环境贴图envMapIntensity: 0.5,//环境贴图强度})scene.add(model);})// 点光源const pointLight = new THREE.PointLight( 0xffffff, 1.0, 0, 0);pointLight.position.set(200, 200, 200 );scene.add( pointLight );// 环境光const ambientLight = new THREE.AmbientLight( 0xffffff, 1);scene.add( ambientLight );// 坐标系const axes = new THREE.AxesHelper(200);scene.add(axes);// 相机const camera = new THREE.PerspectiveCamera(75, width/height, 0.1, 3000);camera.position.set(348, 403, 362);camera.lookAt(0, 0, 0);// 渲染器const renderer = new THREE.WebGLRenderer();renderer.setSize(width, height);renderer.render(scene, camera);document.body.appendChild(renderer.domElement);renderer.outputColorSpace = THREE.SRGBColorSpace;//设置为SRGB颜色空间const controls = new OrbitControls(camera, renderer.domElement);// 渲染循环function render() {renderer.render(scene, camera);// console.log('🚀 ~ file: 7PBR材质与纹理贴图.html:110 ~ render ~ camera:', camera.position)requestAnimationFrame(render);}render();// 控制器controls.addEventListener('change', () => {// 因为动画渲染了,所以这里可以省略renderer.render(scene, camera);});</script>
</html>
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