[英]THREE.js Using MeshPhongMaterial As Particle Material and Setting Size
我正在嘗試創建具有Phong材質屬性(對光反應)的粒子,為了達到這個目的,我使用了“createMultiMaterialObject”,除了忽略粒子大小之外,這已經大部分工作了,由於某些原因,粒子似乎是奇怪的三角形,見下文:
這是我正在使用的代碼:
var ringGeometry = new THREE.TorusGeometry( rad, ringSize, 1, 200, Math.PI * 2);
materials = [
p2paterial = new THREE.MeshPhongMaterial({shading: THREE.SmoothShading, blending: THREE.AdditiveBlending, transparent: true, color: ringColour, ambient: 0x000000, specular: 0xffffff, shininess: 1, vertexColors: false } ),
pmaterial = new THREE.ParticleBasicMaterial( { size: 1, transparent: true, vertexColors: true } )
];
singleRing = new THREE.SceneUtils.createMultiMaterialObject(ringGeometry, materials);
任何人都可以指出我如何能夠達到最后一點的方向,使每個粒子大小為1 - 我非常接近得到我想要的東西,我懷疑它只是一個我需要調整到某個地方的選項。
試試這個:
var geometry = new THREE.TorusGeometry( rad, ringSize, 1, 200, Math.PI * 2);
var material = new THREE.MeshPhongMaterial({shading: THREE.SmoothShading, blending: THREE.AdditiveBlending, transparent: true, color: ringColour, ambient: 0x000000, specular: 0xffffff, shininess: 1, vertexColors: false } );
var mesh = new THREE.Mesh( geometry, material );
scene.add( mesh );
var material = new THREE.ParticleBasicMaterial( { size: 1, transparent: true, vertexColors: true } );
var particles = new THREE.ParticleSystem( geometry, material );
scene.add( particles );
我從來沒有使用過three.js,但是我正在弄亂你的小提琴,我通過在TorusGeometry聲明中調整RadialSegments的值來獲得看起來更像粒子的東西....
var geometry = new THREE.TorusGeometry( 10, 10, .5, 200, Math.PI * 2);
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