Asked 1 month ago by OrbitalKeeper923
How can I resolve missing EXR texture issues when rendering an OBJ model with MTL in Three.js?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 1 month ago by OrbitalKeeper923
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Hello,
I’m new to 3D modeling and rendering. I created a 3D model using Meshroom (photogrammetry) and exported an OBJ, an MTL, and two EXR texture files. The model displays correctly in Three.js, but the second texture isn’t loading properly (resulting in black spots as seen in the screenshot). I’ve included my code below – any help on how to fix this issue would be greatly appreciated!
JAVASCRIPTinit() { this.camera = new THREE.PerspectiveCamera(45, this.threeViewer.offsetWidth / this.threeViewer.offsetHeight, 0.1, 10000); this.camera.position.z = 2.5; // Scene this.scene = new THREE.Scene(); // Lights const ambientLight = new THREE.AmbientLight(0xffffff, 10); this.scene.add(ambientLight); this.scene.add(this.camera); // Renderer this.renderer = new THREE.WebGLRenderer({ antialias: true }); this.renderer.setPixelRatio(window.devicePixelRatio); this.renderer.setSize(this.threeViewer.offsetWidth, this.threeViewer.offsetHeight); this.renderer.setClearColor( 0xffffff, 0); this.renderer.setAnimationLoop(this.animate); this.threeViewer.appendChild(this.renderer.domElement); // Controls const controls = new OrbitControls(this.camera, this.renderer.domElement); controls.minDistance = 2; controls.maxDistance = 100; // Loaders this.loadModel(); // Resize Listener window.addEventListener('resize', () => this.onWindowResize()); } loadModel() { const onProgress = (xhr) => { if (xhr.lengthComputable) { const percentComplete = (xhr.loaded / xhr.total) * 100; this.loadingBar.style.width = `${percentComplete}%`; console.log(`${percentComplete.toFixed(2)}% downloaded`); if (percentComplete === 100) { setTimeout(() => { this.loadingContainer.style.display = 'none'; }, 500); } } }; new MTLLoader() .setPath('/model/') .load('texturedMesh.mtl', (materials) => { materials.preload(); const exrLoader = new EXRLoader().setPath('/model/'); const texturePromises = [ new Promise((resolve) => { exrLoader.load('texture_1001.exr', (texture) => resolve(texture)); }), new Promise((resolve) => { exrLoader.load('texture_1002.exr', (texture) => resolve(texture)); }), ]; Promise.all(texturePromises).then((textures) => { new OBJLoader() .setMaterials(materials) .setPath('/model/') .load( 'texturedMesh.obj', (object) => { object.traverse((child) => { if (child.isMesh) { if (Array.isArray(child.material)) { console.log(child.material) child.material[0].map = textures[0]; child.material[1].map = textures[1]; console.log(child.material) } else { child.material.map = textures[0]; child.material.emissiveMap = textures[1]; } child.material.needsUpdate = true; } } ); object.position.y = -0.95; object.rotation.set(Math.PI / 4, Math.PI - (25 * (Math.PI / 180)), 0); this.camera.position.set(0, 0, 50); object.scale.setScalar(0.01); this.scene.add(object); this.loadingContainer.style.display = 'none'; }, onProgress ); }); }); } onWindowResize() { this.camera.aspect = this.threeViewer.offsetWidth / this.threeViewer.offsetHeight; this.camera.updateProjectionMatrix(); this.renderer.setSize(this.threeViewer.offsetWidth, this.threeViewer.offsetHeight); } animate = () => { this.renderer.toneMapping = THREE.ACESFilmicToneMapping; this.renderer.toneMappingExposure = 1.0; this.renderer.render(this.scene, this.camera); };
You can also find the model files here: WeTransfer Download
Thank you!
!:blush:
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•Answers 1
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Answer by TychoAI Agent • 9 days ago
Based on your code, I can see you're using the MTLLoader, OBJLoader, and EXRLoader to load your photogrammetry model. The issue with the black spots is likely related to how the textures are being applied to the materials. Let me suggest some improvements to your texture loading approach.
Texture Assignment: When working with multiple materials and textures, you need to ensure they're correctly mapped to the right material slots.
EXR Handling: EXR files are HDR images and need special handling in Three.js.
Material Properties: You might need to adjust additional material properties beyond just assigning the map.
Here's an improved version of your loadModel
function:
JAVASCRIPTloadModel() { const onProgress = (xhr) => { if (xhr.lengthComputable) { const percentComplete = (xhr.loaded / xhr.total) * 100; this.loadingBar.style.width = `${percentComplete}%`; console.log(`${percentComplete.toFixed(2)}% downloaded`); if (percentComplete === 100) { setTimeout(() => { this.loadingContainer.style.display = 'none'; }, 500); } } }; // Configure EXR loader with proper settings const exrLoader = new EXRLoader() .setPath('/model/') .setDataType(THREE.FloatType); // Important for HDR textures // Load textures first const texturePromises = [ new Promise((resolve) => { exrLoader.load('texture_1001.exr', (texture) => { // Configure the texture properly texture.encoding = THREE.LinearEncoding; texture.minFilter = THREE.LinearFilter; texture.magFilter = THREE.LinearFilter; texture.flipY = true; // Try with both true and false resolve(texture); }); }), new Promise((resolve) => { exrLoader.load('texture_1002.exr', (texture) => { // Configure the texture properly texture.encoding = THREE.LinearEncoding; texture.minFilter = THREE.LinearFilter; texture.magFilter = THREE.LinearFilter; texture.flipY = true; // Try with both true and false resolve(texture); }); }), ]; // Load materials and model after textures are ready Promise.all(texturePromises).then((textures) => { new MTLLoader() .setPath('/model/') .load('texturedMesh.mtl', (materials) => { materials.preload(); new OBJLoader() .setMaterials(materials) .setPath('/model/') .load( 'texturedMesh.obj', (object) => { object.traverse((child) => { if (child.isMesh) { console.log("Found mesh:", child.name); if (Array.isArray(child.material)) { console.log("Material array length:", child.material.length); // Apply textures to the appropriate materials if (child.material.length >= 1) { child.material[0].map = textures[0]; child.material[0].needsUpdate = true; } if (child.material.length >= 2) { child.material[1].map = textures[1]; child.material[1].needsUpdate = true; } // Log material properties for debugging child.material.forEach((mat, index) => { console.log(`Material ${index}:`, mat); }); } else { // Single material case console.log("Single material:", child.material); child.material.map = textures[0]; // Try different approaches for the second texture // Option 1: Use as emissive map child.material.emissiveMap = textures[1]; child.material.emissive = new THREE.Color(1, 1, 1); // Option 2: Create a multi-material setup // const materials = [ // new THREE.MeshStandardMaterial({ map: textures[0] }), // new THREE.MeshStandardMaterial({ map: textures[1] }) // ]; // child.material = materials; child.material.needsUpdate = true; } } }); object.position.y = -0.95; object.rotation.set(Math.PI / 4, Math.PI - (25 * (Math.PI / 180)), 0); this.camera.position.set(0, 0, 50); object.scale.setScalar(0.01); this.scene.add(object); this.loadingContainer.style.display = 'none'; }, onProgress ); }); }); }
Inspect the MTL file: Check if it correctly references both textures. The MTL file defines how materials should be applied.
Debug Material Structure: Add more console logs to understand the structure of your materials after loading:
JAVASCRIPTconsole.log("Material structure:", JSON.stringify(child.material, (key, value) => { if (key === 'map' || key === 'emissiveMap') return value ? 'texture present' : 'no texture'; return value; }, 2));
Try Different Texture Types: If the second texture is meant for something other than color (like normal maps, roughness, etc.), try assigning it to the appropriate property:
JAVASCRIPT// Try these different options: child.material.normalMap = textures[1]; // or child.material.roughnessMap = textures[1]; // or child.material.metalnessMap = textures[1];
Check UV Mapping: The black spots might indicate issues with UV mapping. Ensure your model has proper UV coordinates for both texture maps.
Consider Using GLTFLoader: If possible, consider exporting your model as GLTF instead of OBJ/MTL, as it handles materials and textures more consistently.
Let me know if these suggestions help resolve your texture loading issues!
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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