I'm rendering an object with textures using MTL and OBJ files with Three.js. My code here works but my model is displayed as flat shaded. How do I enable smooth shading?
var scene = new THREE.Scene();
var mtlLoader = new THREE.MTLLoader();
mtlLoader.setPath('assets/');
mtlLoader.setBaseUrl('assets/');
mtlLoader.load('asset.mtl', function(materials) {
materials.preload();
var objLoader = new THREE.OBJLoader();
objLoader.setMaterials(materials);
objLoader.setPath('assets/');
objLoader.load('asset.obj', function(object) {
//
// This solved my problem
//
object.traverse(function(child) {
if(child instanceof THREE.Mesh)
{
child.material.shading = THREE.SmoothShading;
}
});
//
//
scene.add(object);
});
});
EDIT: I updated my code with a solution that fixed my problem based on the accepted answer.
It could be one of two things that I can think of right now.
It could be that the material is set to FlatShading
. In this case just somehow retrieve the object and use object.material.shading = THREE.SmoothShading;
to fix.
If that doesn't change it, it's possible that the object contains per-vertex-normals (meaning that every vertex of every triangle has a normal attached to it) and that all normals for each triangle point in the same direction. This is something that should better be solved in the 3d-editing process, but you can also re-compute the normals in three.js:
object.geometry.computeVertexNormals(true);
This should [1] recompute the normals for smooth surfaces. However, it will only work for regular Geometries and Indexed BufferGeometries (or, to put it the other way around: it won't work if the geometry doesn't have information about vertices being reused for adjacent faces)
[1]: I didn't test it myself and just go after what I just read in the code
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With