![]() However, the material applied to our box doesn’t look like this. Objects in the real world are usually scratched, broken, and dirty. ![]() A cube made from concrete.Ĭompare this to a concrete box in the real world - or a wooden box, or a metal box, or a box made from nearly any substance except smooth plastic, and we can immediately see that our 3D box is not at all realistic. This is illuminated by a single DirectionalLight, and when we render the scene, the result is this simple purple box. Currently, our scene contains a single mesh with a shape defined by a BoxBufferGeometry and a surface defined by a MeshStandardMaterial with the color parameter set to purple. The geometry and the material, along with any light and shadows affecting the mesh, control the appearance of the mesh when we render the scene. The geometry defines the mesh’s shape, and the material defines various surface properties of the mesh, in particular, how it reacts to light. A mesh requires two sub-components: a geometry and a materialĬonst mesh = new Mesh(geometry, material) We pass in two components: a geometry and a material. When we create a mesh, such as our humble cube, Word Count:4468, reading time: ~21minutes A Brief Introduction to Texture Mapping
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