const canvasRef = useRef(null);
const cameraControls = useRef<CameraControlsType | null>(null);
const [aoMap, map, normalMap, roughnessMap] = useLoader(THREE.TextureLoader, [
`${process.env.PUBLIC_URL}/NT_NO061/Textures/T_NT_NO061_AO.png`,
`${process.env.PUBLIC_URL}/NT_NO061/Textures/T_NT_NO061_D.png`,
`${process.env.PUBLIC_URL}/NT_NO061/Textures/T_NT_NO061_N.png`,
`${process.env.PUBLIC_URL}/NT_NO061/Textures/T_NT_NO061_R.png`
])
const scene = useLoader(OBJLoader, `${process.env.PUBLIC_URL}/NT_NO061/NT_NO061.obj`);
const {nodes, materials} = useGraph(scene);
const object3d = nodes[Object.keys(nodes)[0]];
const material = materials[Object.keys(materials)[0]];
material.aoMap = aoMap;
material.map = map;
material.normalMap = normalMap;
material.displacementMap = roughnessMap;
material.displacementScale = 0.1;
useEffect(() => {
console.log('canvasRef', canvasRef)
}, [canvasRef])
const playVideo = () => {
cameraControls.current?.reset(true);
setTimeout(() => {
cameraControls.current?.rotate(Math.PI, 0, true)
}, 1000)
setTimeout(() => {
cameraControls.current?.rotate(Math.PI, 0, true)
}, 2000)
}
return (
<Wrapper>
<Canvas
ref={canvasRef}
camera={{position: [3, 3, 3]}}
onCreated={state => state.gl.setClearColor('black')}
>
<CameraControls ref={cameraControls} />
<OrbitControls/>
<pointLight
color={'white'}
intensisty={1}
position={[10, 10, 10]}
/>
<mesh
position={[0, -2, 0]}
geometry={object3d.geometry}
material={material}
/>
</Canvas>
<div style={{ position: 'absolute', top: '0' }}>
<button type={'button'} onClick={() => cameraControls.current?.rotate(Math.PI / 4, 0, true)}>
rotate theta 45deg
</button>
<button type={'button'} onClick={() => cameraControls.current?.reset(true)}>
reset
</button>
<button type={'button'} onClick={playVideo}>
play video
</button>
</div>
</Wrapper>
);
}
Let's find the differences between these 2 images first.
The first difference I see here is that Image B is smooth, while Image A is composed of triangular faces. You can open this up in Blender
and apply a Smooth
modifier, or just manually increase the vertice
count.
The next thing I see is that Image B is shiny, with a mild reflection, while Image A is obsolete. You can use the roughness
and metalness
properties of three.js
to change the way light reflects off of your mesh.
That should do it~