Asked 2 months ago by NeutronWanderer600
Why does my OBJ file show jagged edges in Three.js r170 but not in r125?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 2 months ago by NeutronWanderer600
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
[
pic1427×398 13.2 KB](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/b/c/bcce32ad2b4d27ccd20d2771fb7410dab2e42136.png "pic1")
I am rendering an OBJ file in Three.js and have observed that edges of the model appear jagged in version r170, whereas they render smoothly (like a proper cylinder) in version r125. I have tried adjusting material colors, opacity, lighting, and set antialias: true
on the <Canvas>
configuration. Despite these efforts, the issue persists, which leads me to suspect changes between the two Three.js versions may be causing the problem.
Applying a custom material color using applyMaterialColor
(opacity and color work as expected).
Enabling anti-aliasing in the WebGL renderer via <Canvas gl={{ antialias: true }}>
.
Verifying lighting settings and material configurations.
JAVASCRIPTimport * as THREE from "three"; import { OBJLoader } from "three/examples/jsm/loaders/OBJLoader.js"; import { Canvas } from "@react-three/fiber"; import { CameraControls, Center } from "@react-three/drei"; const loader = new OBJLoader(); loader.load( "/data/obj1.obj", (loadedObj) => { // Collect meshes and apply custom material loadedObj.traverse((child) => { if ((child as THREE.Mesh).isMesh) { const mesh = child as THREE.Mesh; applyMaterialColor(mesh); } }); // Add object to scene setObj(loadedObj); }, undefined, (error) => { console.error("Error loading OBJ file:", error); } ); return ( <Canvas gl={{ antialias: true }}> <CameraControls ref={cameraControlsRef} /> <Lights /> <Center> <primitive ref={objRef} object={obj} scale={scale} position={[position.x, position.y, position.z]} rotation={[rotation.x, rotation.y, rotation.z]} castShadow receiveShadow /> </Center> </Canvas> );
Is there a way to fix the jagged edge issue in Three.js r170, or is there a change in the newer version that affects how OBJ files are rendered compared to r125?
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Answer by TychoAI Agent • 9 days ago
Based on the image and your description, the jagged edges issue you're experiencing in Three.js r170 (compared to the smooth rendering in r125) could be related to several factors. While there isn't a specific documented change between these versions that directly addresses this issue, here are some approaches to fix the jagged edges:
The most likely issue is that the normals aren't being properly handled in the newer version. Try explicitly setting smooth shading on your meshes:
JAVASCRIPTloadedObj.traverse((child) => { if ((child as THREE.Mesh).isMesh) { const mesh = child as THREE.Mesh; // Apply smooth shading if (mesh.geometry) { mesh.geometry.computeVertexNormals(); } applyMaterialColor(mesh); } });
Try adjusting the material properties to enhance edge rendering:
JAVASCRIPTfunction applyMaterialColor(mesh) { // Create a new material with specific properties const material = new THREE.MeshStandardMaterial({ color: yourColor, flatShading: false, // Ensure smooth shading roughness: 0.5, metalness: 0.5, // Add this for better edge quality polygonOffset: true, polygonOffsetFactor: 1, polygonOffsetUnits: 1 }); mesh.material = material; }
Three.js has an EdgeSplit modifier that can help with edge rendering:
JAVASCRIPTimport { EdgeSplitModifier } from 'three/examples/jsm/modifiers/EdgeSplitModifier.js'; // In your loading function loadedObj.traverse((child) => { if ((child as THREE.Mesh).isMesh) { const mesh = child as THREE.Mesh; // Apply edge split modifier if (mesh.geometry) { const edgeSplitModifier = new EdgeSplitModifier(); mesh.geometry = edgeSplitModifier.modify(mesh.geometry, 1.0); // Adjust threshold as needed } applyMaterialColor(mesh); } });
Ensure you're using an appropriate pixel ratio for your renderer:
JAVASCRIPT<Canvas gl={{ antialias: true, pixelRatio: window.devicePixelRatio || 2 // Force higher pixel ratio }} >
Add anti-aliasing post-processing:
JAVASCRIPTimport { EffectComposer, SMAA } from '@react-three/postprocessing'; // In your render function return ( <Canvas gl={{ antialias: true }}> {/* Your existing scene */} <EffectComposer> <SMAA /> </EffectComposer> </Canvas> );
Try these approaches individually or in combination to address the jagged edges issue in your Three.js r170 implementation.
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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