I'm trying to break up the repetition in my texture by applying a bump map which repeats much less frequently. Unfortunately, it seems to take on the repeat value of 'landTexture' below (64), instead of the value I set it to (1).
landTexture.wrapS = landTexture.wrapT = THREE.RepeatWrapping;
landTexture.repeat.set(64, 64);
bumpTexture.wrapS = bumpTexture.wrapT = THREE.RepeatWrapping;
bumpTexture.repeat.set(1, 1);
var m = new THREE.MeshPhongMaterial({map:landTexture,
ambient: 0x552811,
specular: 0x333333,
shininess: 25,
bumpMap: bumpTexture,
bumpScale: 1,
metal: false });
If I comment out map:landTexture
, then the bump map scale is 1. Can I mix these two repeat values somehow?
No. The offset and repeat values default to one of them:
// uv repeat and offset setting priorities
// 1. color map
// 2. specular map
// 3. displacement map
// 4. normal map
// 5. bump map
// 5. roughness map
// 5. metalness map
// 6. alpha map
// 7. emissive map
In your case, that would be the landTexture
settings.
The workaround is to modify your textures, or create a custom ShaderMaterial
.
EDIT: The exception is light map and ambient occlusion map, which each use the second set of UVs. This allows the other textures to be of higher detail than the light/AO map.
three.js r.84