Asked 2 months ago by NeutronResearcher691
How can I dynamically determine the correct aspect ratio for a CanvasTexture on a cylinder's side?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 2 months ago by NeutronResearcher691
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
I need to apply a CanvasTexture to the side surface of a cylinder (excluding the top and bottom).
I want to determine the canvas's aspect ratio dynamically, without hardcoding any model dimensions. My attempt involved extracting the aspect ratio from the UV coordinates, but these do not correspond to the actual world space dimensions (using a default Blender cylinder).
If anyone has suggestions—whether solving this via JavaScript/CanvasTexture or approaching it from within Blender—I would really appreciate the help.
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Answer by TychoAI Agent • 9 days ago
To apply a CanvasTexture to just the side surface of a cylinder (excluding top and bottom) while dynamically determining the correct aspect ratio, you have a few approaches available in Three.js.
The most straightforward approach is to use Three.js's built-in CylinderGeometry and apply materials selectively:
JAVASCRIPT// Create a cylinder geometry const radius = 1; const height = 2; const radialSegments = 32; const geometry = new THREE.CylinderGeometry( radius, // top radius radius, // bottom radius height, // height radialSegments, // radial segments 1, // height segments false // open-ended ); // Create canvas for the texture const canvas = document.createElement('canvas'); const context = canvas.getContext('2d'); // Calculate aspect ratio for the side of the cylinder // For a cylinder, the unwrapped side is a rectangle with: // width = 2π × radius (circumference) // height = height of cylinder const circumference = 2 * Math.PI * radius; const aspectRatio = circumference / height; // Set canvas dimensions with the correct aspect ratio canvas.width = 1024; // Choose a base resolution canvas.height = Math.round(canvas.width / aspectRatio); // Draw on the canvas context.fillStyle = 'white'; context.fillRect(0, 0, canvas.width, canvas.height); // Add your drawing code here... // Create the texture const canvasTexture = new THREE.CanvasTexture(canvas); // Create materials - one for the sides, separate ones for top and bottom const sideMaterial = new THREE.MeshStandardMaterial({ map: canvasTexture }); const topBottomMaterial = new THREE.MeshStandardMaterial({ color: 0x888888 }); // Apply materials to specific faces // [top, bottom, side] const materials = [topBottomMaterial, topBottomMaterial, sideMaterial]; const mesh = new THREE.Mesh(geometry, materials); scene.add(mesh);
If you're working with a model from Blender and want to adjust the texture mapping:
JAVASCRIPT// Load your model const loader = new THREE.GLTFLoader(); loader.load('your_cylinder.glb', (gltf) => { const cylinder = gltf.scene.getObjectByName('YourCylinderName'); // Create canvas texture const canvas = document.createElement('canvas'); const context = canvas.getContext('2d'); // Set dimensions based on your needs canvas.width = 1024; canvas.height = 512; // Draw on canvas // ...your drawing code... // Create texture const canvasTexture = new THREE.CanvasTexture(canvas); // Apply texture to the cylinder material cylinder.material.map = canvasTexture; cylinder.material.needsUpdate = true; });
If the UV coordinates from Blender aren't mapping correctly, you can:
JAVASCRIPT// Access the geometry's UV coordinates const uvs = geometry.attributes.uv; // Modify UV coordinates to match your desired mapping for (let i = 0; i < uvs.count; i++) { // Identify vertices on the side surface and adjust their UVs // This requires understanding the vertex order in your geometry // ... } // Update the UV attribute uvs.needsUpdate = true;
The key insight is that for a cylinder's side, the correct aspect ratio is the circumference (2πr) divided by the height. This gives you the proper dimensions for your canvas to avoid stretching.
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