Book Image

Learn Three.js - Third Edition

By : Jos Dirksen
1 (1)
Book Image

Learn Three.js - Third Edition

1 (1)
By: Jos Dirksen

Overview of this book

WebGL makes it possible to create 3D graphics in the browser without having to use plugins such as Flash and Java. Programming WebGL, however, is difficult and complex. With Three.js, it is possible to create stunning 3D graphics in an intuitive manner using JavaScript, without having to learn WebGL. With this book, you’ll learn how to create and animate beautiful looking 3D scenes directly in your browser-utilizing the full potential of WebGL and modern browsers. It starts with the basic concepts and building blocks used in Three.js. From there on, it will expand on these subjects using extensive examples and code samples. You will learn to create, or load, from externally created models, realistic looking 3D objects using materials and textures. You’ll find out how to easily control the camera using the Three.js built-in in camera controls, which will enable you to fly or walk around the 3D scene you created. You will then use the HTML5 video and canvas elements as a material for your 3D objects and to animate your models. Finally, you will learn to use morph and skeleton-based animation, and even how to add physics, such as gravity and collision detection, to your scene. After reading this book, you’ll know everything that is required to create 3D animated graphics using Three.js.
Table of Contents (14 chapters)

Loading and Working with Textures

In Chapter 4, Working with Three.js Materials, we introduced you to the various materials that are available in Three.js. However, we didn't discuss applying textures to meshes. In this chapter, we'll look at that subject. Specifically, we'll discuss the following topics:

  • Loading textures in Three.js and applying them to a mesh
  • Using bump, normal, and displacement maps to apply depth and detail to a mesh
  • Creating fake shadows using a lightmap and an ambient occlusion map
  • Using specular, metalness, and roughness maps to set the shininess of specific parts of a mesh
  • Applying an alpha map for partial transparency of an object
  • Adding detailed reflections to a material using an environment map
  • Fine-tuning and customizing the UV mapping of a mesh
  • Using the HTML5 canvas and video element as input for a texture