I'm creating a cube and I apply 6 different textures to each of it's faces. Each texture is a .png file and contains transparent parts. I'm also applying a color to the cube - I want to see that color trough png transparency.
Problem: Transparency renders as white color so I cannot see the base color of the cube (which renders ok if I remove the png texture)
How can I make the png transparency work? I tried playing with some material settings but none make it transparent.
Code for creating the cube and materials:
var geometry = new THREE.CubeGeometry(150, 200, 150, 2, 2, 2); var materials = []; // create textures array for all cube sides for (var i = 1; i < 7; i++) { var img = new Image(); img.src = 'img/s' + i + '.png'; var tex = new THREE.Texture(img); img.tex = tex; img.onload = function () { this.tex.needsUpdate = true; }; var mat = new THREE.MeshBasicMaterial({color: 0x00ff00, map: tex, transparent: true, overdraw: true }); materials.push(mat); } cube = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials)); cube.position.y = 150; scene.add(cube);
EDIT:
Picture below shows the problem - with senthanal solution the left texture now renders ok - it is a png image without transparency - I set the transparency in code with
materialArray.push(new THREE.MeshBasicMaterial({ map: THREE.ImageUtils.loadTexture('img/s2.png'), transparent: true, opacity: 0.9, color: 0xFF0000 }));
The right texture is also a png image - only that it has a transparent area (all that renders white should be pure red since it is transparent and should take the color from the cube?). How can I make that white part transparent?
Mesh(geometry2, material2); // Definition 1 var geometry1 = new THREE. SphereGeometry(1.0, 32, 24); var material1 = new THREE. MeshLambertMaterial({color: 0xff0000, transparent: true, opacity: 0.5}); var sphere1 = new THREE. Mesh(geometry1, material1); scene.
The GIF and PNG formats also both support transparency. If you need any level of transparency in your image, you must use either a GIF or a PNG. GIF images (and also PNG) support 1-color transparency.
the opacity attribute of material does the trick for you. Follows, example code snippet:
var materialArray = []; materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/xpos.png' ), transparent: true, opacity: 0.5, color: 0xFF0000 })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/xneg.png' ), transparent: true, opacity: 0.5, color: 0xFF0000 })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/ypos.png' ), transparent: true, opacity: 0.5, color: 0xFF0000 })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/yneg.png' ), transparent: true, opacity: 0.5, color: 0xFF0000 })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/zpos.png' ), transparent: true, opacity: 0.5, color: 0xFF0000 })); materialArray.push(new THREE.MeshBasicMaterial( { map: THREE.ImageUtils.loadTexture( 'images/zneg.png' ), transparent: true, opacity: 0.5, color: 0xFF0000 })); var MovingCubeMat = new THREE.MeshFaceMaterial(materialArray); var MovingCubeGeom = new THREE.CubeGeometry( 50, 50, 50, 1, 1, 1, materialArray ); MovingCube = new THREE.Mesh( MovingCubeGeom, MovingCubeMat ); MovingCube.position.set(0, 25.1, 0); scene.add( MovingCube );
http://threejs.org/docs/#Reference/Materials/Material The key is to set transparent attribute true and set opacity to 0.5(for example). Add the second the cube which fits inside exactly with no transparency, idea from @WestLangley ( Three.js canvas render and transparency )
backCube = new THREE.Mesh( MovingCubeGeom, new THREE.MeshBasicMaterial( { color: 0xFF0000 }) ); backCube.position.set(0, 25.1, 0); backCube.scale.set( 0.99, 0.99, 0.99 ); scene.add( backCube );
for those looking for a simple transparent png import helper:
import { MeshBasicMaterial, TextureLoader } from 'three' export const importTexture = async(url, material) => { const loader = new TextureLoader() const texture = await loader.loadAsync(url) material.map = texture material.transparent = true material.needsUpdate = true return texture } //usage const geo = new PlaneGeometry(1, 1) const mat = new MeshBasicMaterial() const mesh = new Mesh(geo, mat) scene.add(mesh) //this is asynchronous importTexture('path/to/texture.png', mat)
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