轻量级网格与特定的 Three.js 光照

4
我有一个场景,其中有一些物体和一些球体。在这种情况下,我希望这些球体受到粉色和蓝色灯光的影响。但是我还有一个管道几何体,它应该只受到白色光的影响,而不受粉色和蓝色光的影响。
参见下面的图像以演示问题: 现在发生了什么: enter image description here 但我不想让管道变成粉色和蓝色,而是灰色: enter image description here 目前,我使用meshBasicMaterial来实现这一点,但这会防止管道看起来3D。
那么,如何创建这个灰色管道,使其具有不受粉色和蓝色灯光影响的MeshLambertMaterial
请参见下面的代码,了解我如何生成我的场景:
# Generating of spheres:
for (var i = 0; i < 5; i++) {
        var SphereGeometry = new THREE.SphereGeometry(2, 20, 20);
        var SphereMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff });
        var Sphere = new THREE.Mesh(SphereGeometry, SphereMaterial);
        Sphere.position.set(i * 7 -14, 0 + Math.random() * 5 - 2.5, 2);
        spheresArray.push(Sphere);
        scene.add(Sphere);
    }

#Generation of tubes:
for (var i = 0; i < CurvesArray.length; i++) {
        var geometry = new THREE.TubeGeometry( CurvesArray[i], 20, 0.5, 8, false );
        var material = new THREE.MeshBasicMaterial( { color: 0xe3e3e3 } );
        var mesh = new THREE.Mesh( geometry, material );
        scene.add( mesh );
    }

#and these are my lights:
var spotLight = new THREE.SpotLight( 0xff00cc );
    spotLight.position.set( -10, 3, 30, 100 );
    lightsArray.push(spotLight);
    scene.add(spotLight);

    var spotLight2 = new THREE.SpotLight( 0xaa99cc );
    spotLight2.position.set( 5, 15, 10, 100 );
    lightsArray.push(spotLight2);
    scene.add(spotLight2);

    var spotLight3 = new THREE.SpotLight( 0x0022bb );
    spotLight3.position.set( 2, -15, 10, 100 );
    lightsArray.push(spotLight3);
    scene.add(spotLight3);

    var light = new THREE.AmbientLight( 0x5f5f5f );
    scene.add( light );

如果需要任何额外的信息或有不清楚的地方,请让我知道,这样我就可以澄清!

据我所知,目前还不可能。只有为球体和管道编写自定义着色器才行。阅读此论坛主题 - prisoner849
@prisoner849 好吧,有点遗憾:( 你是否成功地获得了某种着色器来获得所需的选择性光照效果? - FutureCake
1个回答

8

使用图层:https://threejs.org/docs/#api/en/core/Object3D.layers

示例:https://jsfiddle.net/mmalex/1xr356zf/

  1. 只有共享相同图层的对象才会受到灯光的影响。
  2. 摄像机只会看到属于其所在图层的对象。

为您的对象和灯光分配图层:

for (var i = 0; i < 5; i++) {
    var SphereGeometry = new THREE.SphereGeometry(2, 20, 20);
    var SphereMaterial = new THREE.MeshLambertMaterial({ color: 0xffffff });
    var Sphere = new THREE.Mesh(SphereGeometry, SphereMaterial);
    Sphere.position.set(i * 7 -14, 0 + Math.random() * 5 - 2.5, 2);

    // set layers to Spheres
    Sphere.layers.set(i%3); // <<=== check here!
    spheresArray.push(Sphere);
    scene.add(Sphere);
}

给灯光分配层:

var spotLight = new THREE.SpotLight( 0xff00cc );
spotLight.position.set( -10, 3, 30, 100 );
spotLight.layers.set(0); // << === layer 0 is by default
lightsArray.push(spotLight);
scene.add(spotLight);

var spotLight2 = new THREE.SpotLight( 0xaa99cc );
spotLight2.position.set( 5, 15, 10, 100 );
spotLight2.layers.set(1);  // << === layer 1 set to spotLight2
lightsArray.push(spotLight2);
scene.add(spotLight2);

var spotLight3 = new THREE.SpotLight( 0x0022bb );
spotLight3.position.set( 2, -15, 10, 100 );
spotLight3.layers.set(2);  // << === layer 2 set to spotLight3
lightsArray.push(spotLight3);
scene.add(spotLight3);

一个接一个地渲染各个图层:

let animate = function() {
  requestAnimationFrame(animate);

  controls.update();

  renderer.autoClear = true;
  camera.layers.set(0); // << == switch camera between layers
  renderer.render(scene, camera);

  renderer.autoClear = false; // don't remove previous layer results

  camera.layers.set(1); // << == switch camera between layers
  renderer.render(scene, camera);

  camera.layers.set(2); // << == switch camera between layers
  renderer.render(scene, camera);
};

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