有一个奇怪的不规律发生在我试图实现水2.js材料在一个长的表面,我无法解释。当我启动我的应用程序,水呈现正确(见屏幕截图1)。
玩家向前移动了很多,突然水变成了你在截图2中看到的东西。
我无法解释为什么或如何发生,因为它的开始,完全按照我的意愿。以前有人偶然发现过这个吗?我怎样才能阻止它变成我的场景背景的坚实镜子呢?
DevBrowser:Chrome65
Threej:r91
示例代码
使用three.js示例中的这三个脚本
<script src="js/objects/Reflector.js"></script>
<script src="js/objects/Refractor.js"></script>
<script src="js/objects/Water2.js"></script>如图所示:water.html
var splines = new THREE.CatmullRomCurve3( [
new THREE.Vector3( -10, 0, 10 ),
new THREE.Vector3( -5, 5, 5 ),
new THREE.Vector3( 0, 0, 0 ),
new THREE.Vector3( 5, -5, 5 ),
new THREE.Vector3( 10, 0, 10 )
] );
//my curve is generated through waypoints so I inserted the standard curve as a stand in
var waterGeo = new THREE.TubeBufferGeometry(splines, 100, 4, 8, false);
var water = new THREE.Water( waterGeo, {
color: 0xffffff,
scale: 1,
flowDirection: new THREE.Vector2( 1, 0 ),
textureWidth: 1024,
textureHeight: 1024
} );
scene.add(water);
Example2
我重新创造了一个类似的效果,在一个相机转动后,水变黑了,不会再反射了。
工作示例: http://staging.onewavestudios.com/waterexample/
//skybox
var path = "assets/skybox/";
var format = ".jpg";
var skymaterials = [
path + "ft" + format,
path + "bk" + format,
path + "up" + format,
path + "dn" + format,
path + "rt" + format,
path + "lf" + format
];
var skybox = new THREE.CubeTextureLoader().load(skymaterials);
skybox.format = THREE.RGBFormat;
//scene setup
var scene = new THREE.Scene();
scene.background = skybox;
//camera
var camera = new THREE.PerspectiveCamera(45,window.innerWidth / window.innerHeight,0.1,1000);
camera.position.set( 20, 0, 25 );
camera.lookAt( scene.position );
scene.add(camera);
//lights
var ambientLight = new THREE.AmbientLight( 0xbbffff, 0.5 );
scene.add(ambientLight);
//objects
//box1 - representation for the arms in my scene
var geometry = new THREE.BoxGeometry( 10, 5, 5 );
var material = new THREE.MeshLambertMaterial( { color: 0xbada55, envMap: skybox, reflectivity: 0.1 } );
material.shadowSide = THREE.DoubleSide;
material.side = THREE.DoubleSide;
var cube = new THREE.Mesh( geometry, material );
cube.position.y += 8;
cube.position.z += 5;
scene.add( cube );
var splines = new THREE.CatmullRomCurve3([
new THREE.Vector3(-10, 0, 10),
new THREE.Vector3(-5, 5, 5),
new THREE.Vector3(0, 0, 0),
new THREE.Vector3(5, -5, 5),
new THREE.Vector3(10, 0, 10)
]);
//my original curve is generated through waypoints so I inserted the standard curve as a stand in
//waterbody
var waterGeo = new THREE.TubeBufferGeometry(splines, 100, 4, 8, false);
var water = new THREE.Water(waterGeo, {
color: 0xffffff,
scale: 1,
flowDirection: new THREE.Vector2(1, 0),
textureWidth: 1024,
textureHeight: 1024
});
scene.add(water);
//waterslide - representation
var material2 = new THREE.MeshLambertMaterial( { color: 0xffffff, envMap: skybox, reflectivity: 0.8 } );
material2.shadowSide = THREE.DoubleSide;
material2.side = THREE.DoubleSide;
var container = new THREE.Mesh( waterGeo, material2 );
container.position.y -= 5;
scene.add( container );
//renderer
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
document.body.appendChild( renderer.domElement );
animate();
//render
function animate() {
camera.rotation.z += 0.005;
requestAnimationFrame( animate );
render();
}
function render() {
renderer.render( scene, camera );
}<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width,initial-scale=1.0">
<title>TubeWater Example</title>
<style>
body {
margin: 0;
}
canvas {
width: 100%;
height: 100%;
}
</style>
</head>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/91/three.js"></script>
<script src="https://raw.githubusercontent.com/mrdoob/three.js/master/examples/js/objects/Water2.js"></script>
<script src="https://raw.githubusercontent.com/mrdoob/three.js/master/examples/js/objects/Reflector.js"></script>
<script src="https://raw.githubusercontent.com/mrdoob/three.js/master/examples/js/objects/Refractor.js"></script>
<body>
</body>
</html>
发布于 2018-04-22 05:10:45
我要验证@Mugen87的意思
THREE.Water用于平面几何图形。对于内部使用的THREE.Reflector和THREE.Refractor也是如此
在将折射器应用到球面对象上时,我得到了相同的/类似的工件。在我的情况下(可能也是你的),当场景开始时,相机的视角不需要计算折射几何背后的任何物体,阴影看起来就很好,只要我移动相机,当它后面有其他几何图形的时候,它就会重复几何图形的黑色轮廓,并在场景的其余部分保持在这条视线中。所以我想的原因是,当光线计算折射时,如果光线从视线击中几何图形的背面,那么这个伪影就会发生。我想指出的是,我自己并不是专家和学习三人,因此,由于可能的机会,我还没有传达我的意见,理想情况下,我已经创建了一个例子,使用您的场景。
原因: 人工制品的可能原因
因此,针对您的情况,可能的解决方案如下:
可能的解决方案: 可能的解决方案说明
因此,从本质上说,创建一个“半”平坦的脸,只需计算一个侧面,你就可以达到你想要的效果,但是要注意你在几何图形上放置了多少“水”,以避免那些背面可见。
另外,请记住,在技术上,您不是在这里创建动态模拟,所以几何不一定要从根本上“正确”。因此,通过这样做,您减少了渲染器计算一些不需要的东西的需求。所以你可以让你的水几何图形像这样突出你的滑梯的墙壁:(不知道紫色几何图形是什么意思,但在我看来像是幻灯片)
https://stackoverflow.com/questions/49945509
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