

I just copied and pasted them and moved them around to place them. But most models are just copies of each other. The scene in question got quite big with several dozen models. Not sure its quite related but somehow I guess it is, so I thought I would ask here instead of starting a new thread. Sometimes you can’t see the forest for the trees. For instance, it was a friend of mine, who’s a noobie in Cinema, who pointed out the different types of spheres (standard, tetrahedron, hexahedron, etc.). But you’re not alone, I’ve missed things that have been there for years, that would’ve made my life a ton easier had I just taken a look right under my own nose. Glad I could be of help for a change! Usually it’s you guys helping me. When I read your tip there, I got excited and confused as in “how the hell did I miss that?!?” So, I went to the AM, and the only thing under Displacement was ‘Add Custom Channel’… It was then that I decided to visit the Material Manager for the first time in quite awhile and wham, there it was… Just made my life alot easier… though I cannot imagine why they left that particular tab off the AM.Įdit blast… now that I take a second look, I see that Editor settings ARE in the AM, just along the top tabs… I guess that’s what I get for getting set in my ways… I just honestly never clicked on it before… lesson learned… I’m off to click every button and tab in the whole app… who knows what other chestnuts are out there? I have been dealing with a project where I have to line things up and time them to a video, and have been using alot of the ‘render materials’ button and timeline markers to have reference points. I always found the Material Manager to be somewhat redundant. You know, anytime I manipulate a material, I always do so with the Attribute Manager (at least since the AM was introduced). const radius = 7 Ĭonst geometry = new THREE.SphereGeometry(radius, widthSegments, heightSegments) Ĭonst material = new THREE.Under the Editor tab (just under Displacement) for that material, make sure Animated Preview is checked (this will allow you to see it play in the editor window).Īhh… this is indeed splendid. Take a size for how large to make the points. To use it you also need to pass it a PointsMaterial which Points is like LineSegments above in that it takes aĪ BufferGeometry but draws points at each vertex instead of lines. There is one other pair of classes that doesn't really fit the patterns above. To take you directly to the docs for that shape. You can also click the links above next to each shape Object which is a wrapper for Mesh that helps three know you're renderingĮach of the primitives has several parameters you can pass on creationĪnd it's best to look in the documentation for all of them rather than It creates a black LineBasicMaterial and then creates a LineSegments function createMaterial() ) Ĭonst mesh = new THREE.LineSegments(geometry, material) In other wordsĪs luminance goes from 0.0 to 0.5 the color With 0 being black, 1 being white and 0.5 being Goes from 0 to 1 with 0 having no color and 1 being Hue goes from 0 to 1 around the color wheel with

We'll use a feature of Color that lets you set a color Let's also make a function to create a random colored material. Let's add a function, addObject, that takes an x, y position and an Object3D and adds The camera needs to change position so that we can see all theĬonst camera = new THREE.PerspectiveCamera(fov, aspect, near, far) This tells three.js to clear to lightish gray. +scene.background = new THREE.Color(0xAAAAAA) Near the top let's set a background color const scene = new THREE.Scene() With the examples from the previous article. Let's make an example creating each type of primitive. We'll go over creating custom geometry in another article. Passing that triangle geometry to a WireframeGeometry will generate a new geometry that has 3 lines segments using 6 points.

If you tried to draw it using a material with wireframe: true you would only get a single line. For example if all you had was a single triangle there would only be 3 points.

Without this you'd often be missing edges or get extra edges since WebGL generally requires 2 points per line segment. Generates geometry that contains one line segment (2 points) per edge in the given geometry.
