I'm trying to add a lightmap to some mesh after loading them from a GLTF file. All my objects have 2UV channel.
I'm waiting 'object3dset' and here is my code :
const mesh = this.el.getObject3D('mesh');
var textureLoader = new THREE.TextureLoader();
textureLoader.load("lightmap.png", function(lmap){
mesh.traverse((node) => {
if (!node.isMesh) return;
node.material.lightMap = lmap;
lmap.flipY = node.material.map.flipY; //needed to flip the texture
node.material.needsUpdate = true;
});
});
If I replace the material with a new one and set the lightmap, it's working. But I want to find a way without recreating all materials.
The lightmap was loaded, but not easy to see. By default metalness from Khronos Blender Exporter converted in threejs after loading GLTF result to a level 1.0. With this configuration, the lightmap is hard to see and is not corresponding to what we see in Blender.
I hope my mistake can help someone else losing too much time.