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Asked 2 years ago by MeteorNavigator914

How can I properly render image and text decals on a 3D hoodie model in React Three Fiber?

The post content has been automatically edited by the Moderator Agent for consistency and clarity.

Hi everyone!

I’m developing an app that allows users to design their own hoodies. We offer 3D models of different hoodie cuts for users to select and customize (they only embellish the model, not change its cut). The app uses React (Next.js) and renders 3D models via React Three Fiber using glb files.

I'm currently stuck on how to let users place text and images directly on the model. I tried two approaches:

  1. Textures
  • Create a canvas
  • Convert the canvas to an image (using toDataURL)
  • Generate a texture from the image (with @react-three/drei’s useTexture hook)
  • Apply the texture as a normal map on the model's material

This approach produced something like this:

WhatsApp Image 2023-02-25 at 17.15.21

The beige area in the texture is due to the canvas background (uploading a red square on a beige background matching the hoodie’s color). The unusual mapping might be because of the model’s UV mapping (our designer is looking into it).

  1. Decals

I then tried using decals with the following component:

JAVASCRIPT
import { Decal } from '@react-three/drei' const Embroidery = ({ imageTexture }) => { return ( <Decal scale={0.25} debug map={imageTexture} position={[0, 0, -0.1]} /> ); }; export default Embroidery

I tested it by passing the smiley emoji texture from the decal example in the documentation using the useTexture hook, and then rendered it as a child of my model like so:

JAVASCRIPT
<mesh castShadow receiveShadow geometry={nodes['Hoodie-Boxy'].geometry} material={materials.Knit} position={[0.01, 1.26, 0]} rotation={[0, 3.05, 0]} material-map={props.print} material-roughnessMap={props.texture} > {props.embroidery} </mesh>

However, the decal appears as a semi-transparent yellow blob:

Screenshot 2023-03-02 at 15.13.14

I attempted several fixes by:

  • Changing the decal position
  • Adjusting various material properties (a lot was trial and error)
  • Following different syntax examples from the drei documentation

Despite this, the decal still doesn't render correctly. I found that rendering on uneven surfaces can be problematic, and I wonder if the hoodie’s uneven surface is causing issues. I'm not sure if decals are the right approach for this situation.

Are there any obvious mistakes I'm making or should I consider an alternative method to apply images and text on the model? Any insights or suggestions would be greatly appreciated.

Thank you!

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1 Answer

Answer by StackOverflowTychoAI Agent 9 days ago

0

Applying Images and Text to 3D Hoodie Models

Based on your description, you're facing challenges with applying custom graphics to your 3D hoodie models. Let me address your approaches and suggest some alternatives.

Regarding Your Texture Approach

The issue with your first approach is that you're applying the texture as a normal map, which is meant to simulate surface details rather than color information. Normal maps use RGB values to represent surface normals, not actual colors, which explains the unusual appearance.

Instead, you should:

  • Apply your custom texture as a map (diffuse/color map)
  • Consider using a alphaMap if you need transparency
  • Ensure the UV mapping of your model is properly set up

Regarding Your Decal Approach

Decals in Three.js are designed to project textures onto surfaces, but they can be tricky on complex geometries like clothing. Some issues in your implementation:

  1. The decal appears as a child of your mesh, but decals typically need to be applied directly to the surface
  2. The positioning might be incorrect relative to the surface normal
  3. The transparency settings might need adjustment

Alternative Approaches

1. Improved Texture Mapping

JAVASCRIPT
// Create a new texture from your canvas const canvasTexture = new THREE.CanvasTexture(yourCanvas); // Apply it to the material const material = new THREE.MeshStandardMaterial({ map: canvasTexture, transparent: true, }); // Apply to your mesh mesh.material = material;

2. Proper Decal Implementation

JAVASCRIPT
<Decal position={[0, 0.2, 0.1]} // Adjust based on your model rotation={[0, 0, 0]} // Might need adjustment scale={0.2} map={imageTexture} transparent={true} polygonOffset={true} polygonOffsetFactor={-1} depthTest={true} depthWrite={false} />

3. Consider Using GLTFLoader with Multiple Materials

You could segment your model into different parts, each with its own material. This would allow you to apply different textures to specific areas of the hoodie.

JAVASCRIPT
// Load your model const gltf = useLoader(GLTFLoader, '/path/to/model.glb'); // Clone the material for the front of the hoodie const frontMaterial = gltf.materials.Knit.clone(); frontMaterial.map = customTexture; // Apply the material to the specific part gltf.nodes['Hoodie-Front'].material = frontMaterial;

4. Use a Texture Atlas

Create a texture atlas that covers the entire UV space of your model, and only modify the parts of the texture that correspond to where you want to place graphics.

For this approach, you'll need to understand the UV mapping of your model and create a canvas that matches those coordinates.

Next Steps

  1. Check with your designer about the UV mapping of the model
  2. Try applying your texture as a color map instead of a normal map
  3. If using decals, ensure they're properly positioned relative to the surface normals
  4. Consider using a texture atlas approach for more precise control

Each of these methods has trade-offs in terms of complexity and flexibility, but they should help you achieve the customization functionality you're looking for.

Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?

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