THREE.JS GLTFLoader, load blender scene WITH working lights












3















I just started testing the GLTFLoader from THREE.js with the new blender exporter here, and I'm able to add a model with (at least the same color) material, and when I add the imported scene to the THREE.js scene, the mesh is imported fine and when I log it to the console I also see the camera and light from the default blender scene imported as well.



However, I had to manually add a THREE.js light to be able to see anything, so it seems that the light that is imported is only recognized as a 3D object. Is there some way to automatically get the imported lights to work, or do you have to programatically add THREE.js lights at the position of the imported "light" object? If so is there a way to match sun lights from blender, and point lights, and get them to face the right direction? Or is there some built-in way to do this?



BTW this is the code I have to far (still didn't add ALL lights support):



function automaticallyAddLightsTo(inputScene) {
inputScene.children.forEach((x) => {
var light = new THREE.DirectionalLight( 0xffffff, 0),//placeholder
isActuallyALight = false;
if(x.name.includes("Sun")) {
light = new THREE.DirectionalLight( 0xffffff, 1);
isActuallyALight = true;
} else if(x.name.includes("Point")) {
light = newTHREE.PointLight( 0xffffff, 1, 100);
isActuallyALight = true;
} //etc for other lights
light.position.copy(x.position);
light.rotation.copy(x.rotation);
light.scale.copy(x.scale);
light.quaternion.copy(x.quaternion);
if(isActuallyALight)
s.add(light);
});
}


but how do I detect intensity?










share|improve this question





























    3















    I just started testing the GLTFLoader from THREE.js with the new blender exporter here, and I'm able to add a model with (at least the same color) material, and when I add the imported scene to the THREE.js scene, the mesh is imported fine and when I log it to the console I also see the camera and light from the default blender scene imported as well.



    However, I had to manually add a THREE.js light to be able to see anything, so it seems that the light that is imported is only recognized as a 3D object. Is there some way to automatically get the imported lights to work, or do you have to programatically add THREE.js lights at the position of the imported "light" object? If so is there a way to match sun lights from blender, and point lights, and get them to face the right direction? Or is there some built-in way to do this?



    BTW this is the code I have to far (still didn't add ALL lights support):



    function automaticallyAddLightsTo(inputScene) {
    inputScene.children.forEach((x) => {
    var light = new THREE.DirectionalLight( 0xffffff, 0),//placeholder
    isActuallyALight = false;
    if(x.name.includes("Sun")) {
    light = new THREE.DirectionalLight( 0xffffff, 1);
    isActuallyALight = true;
    } else if(x.name.includes("Point")) {
    light = newTHREE.PointLight( 0xffffff, 1, 100);
    isActuallyALight = true;
    } //etc for other lights
    light.position.copy(x.position);
    light.rotation.copy(x.rotation);
    light.scale.copy(x.scale);
    light.quaternion.copy(x.quaternion);
    if(isActuallyALight)
    s.add(light);
    });
    }


    but how do I detect intensity?










    share|improve this question



























      3












      3








      3


      0






      I just started testing the GLTFLoader from THREE.js with the new blender exporter here, and I'm able to add a model with (at least the same color) material, and when I add the imported scene to the THREE.js scene, the mesh is imported fine and when I log it to the console I also see the camera and light from the default blender scene imported as well.



      However, I had to manually add a THREE.js light to be able to see anything, so it seems that the light that is imported is only recognized as a 3D object. Is there some way to automatically get the imported lights to work, or do you have to programatically add THREE.js lights at the position of the imported "light" object? If so is there a way to match sun lights from blender, and point lights, and get them to face the right direction? Or is there some built-in way to do this?



      BTW this is the code I have to far (still didn't add ALL lights support):



      function automaticallyAddLightsTo(inputScene) {
      inputScene.children.forEach((x) => {
      var light = new THREE.DirectionalLight( 0xffffff, 0),//placeholder
      isActuallyALight = false;
      if(x.name.includes("Sun")) {
      light = new THREE.DirectionalLight( 0xffffff, 1);
      isActuallyALight = true;
      } else if(x.name.includes("Point")) {
      light = newTHREE.PointLight( 0xffffff, 1, 100);
      isActuallyALight = true;
      } //etc for other lights
      light.position.copy(x.position);
      light.rotation.copy(x.rotation);
      light.scale.copy(x.scale);
      light.quaternion.copy(x.quaternion);
      if(isActuallyALight)
      s.add(light);
      });
      }


      but how do I detect intensity?










      share|improve this question
















      I just started testing the GLTFLoader from THREE.js with the new blender exporter here, and I'm able to add a model with (at least the same color) material, and when I add the imported scene to the THREE.js scene, the mesh is imported fine and when I log it to the console I also see the camera and light from the default blender scene imported as well.



      However, I had to manually add a THREE.js light to be able to see anything, so it seems that the light that is imported is only recognized as a 3D object. Is there some way to automatically get the imported lights to work, or do you have to programatically add THREE.js lights at the position of the imported "light" object? If so is there a way to match sun lights from blender, and point lights, and get them to face the right direction? Or is there some built-in way to do this?



      BTW this is the code I have to far (still didn't add ALL lights support):



      function automaticallyAddLightsTo(inputScene) {
      inputScene.children.forEach((x) => {
      var light = new THREE.DirectionalLight( 0xffffff, 0),//placeholder
      isActuallyALight = false;
      if(x.name.includes("Sun")) {
      light = new THREE.DirectionalLight( 0xffffff, 1);
      isActuallyALight = true;
      } else if(x.name.includes("Point")) {
      light = newTHREE.PointLight( 0xffffff, 1, 100);
      isActuallyALight = true;
      } //etc for other lights
      light.position.copy(x.position);
      light.rotation.copy(x.rotation);
      light.scale.copy(x.scale);
      light.quaternion.copy(x.quaternion);
      if(isActuallyALight)
      s.add(light);
      });
      }


      but how do I detect intensity?







      javascript three.js blender






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Jan 2 at 8:15







      bluejayke

















      asked Jan 2 at 7:55









      bluejaykebluejayke

      4242518




      4242518
























          0






          active

          oldest

          votes











          Your Answer






          StackExchange.ifUsing("editor", function () {
          StackExchange.using("externalEditor", function () {
          StackExchange.using("snippets", function () {
          StackExchange.snippets.init();
          });
          });
          }, "code-snippets");

          StackExchange.ready(function() {
          var channelOptions = {
          tags: "".split(" "),
          id: "1"
          };
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function() {
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled) {
          StackExchange.using("snippets", function() {
          createEditor();
          });
          }
          else {
          createEditor();
          }
          });

          function createEditor() {
          StackExchange.prepareEditor({
          heartbeatType: 'answer',
          autoActivateHeartbeat: false,
          convertImagesToLinks: true,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: 10,
          bindNavPrevention: true,
          postfix: "",
          imageUploader: {
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          },
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          });


          }
          });














          draft saved

          draft discarded


















          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f54002975%2fthree-js-gltfloader-load-blender-scene-with-working-lights%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown

























          0






          active

          oldest

          votes








          0






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes
















          draft saved

          draft discarded




















































          Thanks for contributing an answer to Stack Overflow!


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          To learn more, see our tips on writing great answers.




          draft saved


          draft discarded














          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fstackoverflow.com%2fquestions%2f54002975%2fthree-js-gltfloader-load-blender-scene-with-working-lights%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          Popular posts from this blog

          'app-layout' is not a known element: how to share Component with different Modules

          android studio warns about leanback feature tag usage required on manifest while using Unity exported app?

          WPF add header to Image with URL pettitions [duplicate]