gltfjsx
drei
gltfjsx | drei | |
---|---|---|
54 | 40 | |
4,162 | 7,370 | |
4.9% | 4.5% | |
7.1 | 9.4 | |
7 days ago | 9 days ago | |
JavaScript | JavaScript | |
MIT License | MIT License |
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gltfjsx
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How can I get rid of these gaps?
Hello! I loaded a model using https://gltf.pmnd.rs and it displays correctly, but there are weird gaps that you can see through on the edges. This is a Next.js project with ts. I'm using @react-three/fiber and @rect-three/drei to use three.js in react. I'll attach the file that creates this object, but if there's anything more you need, just ask me. Here's the file that contains the code of this object:
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React + Three.js. Creating your own 3D shooter. Part 1
Then we need to generate a react component that will contain the markup of this model to add it to the scene. Let's use the official resource from the @react-three/fiber developers.
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Add texture to loaded glb, threejs
especially for what you describe above. it can lay out a glb model declaratively, the whole scene is yours to control. watch the first video here https://github.com/pmndrs/gltfjsx and then use that tool:
- Optimization checklist GLTF models in Three.js?
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Any good tutorials on creating dynamic animations?
stuff like this doesn't have to be keyframed, you can just rotate model groups. im sure this will be overwhelming atm but if you have the time watch the video there https://github.com/pmndrs/gltfjsx models in threejs are blobs, they are not meant to do anything. people traverse them and create mutations. but that tool puts the entire model scene under your control, every node in its graph is declarative now, to my it dynamic is trivial at that point.
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which skills to learn from Blender for three js
the second practically doesn't exist in vanilla three. a gltf is a blob that you throw into the scene. pair three with react and blender will be a lot more useful: https://github.com/pmndrs/gltfjsx (watch the first video there)
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How to apply Mesh Wobble Material to gltf model in r3f?
I want to implement this for a gltf model loaded as a gltfx. MeshWobbleMaterial is not getting qpplied. i don't know what to where to add the component either. i have attached the code below,
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Help making a model look like the demo
/* Auto-generated by: https://github.com/pmndrs/gltfjsx Command: npx [email protected] crystal_ball_test.glb Author: WarderiiK (https://sketchfab.com/WarderiiK) License: CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/) Source: https://sketchfab.com/3d-models/crystal-ball-test-fc727811052a4b2ba9ef2ffa327e8349 Title: Crystal Ball Test */ import React, { useRef } from 'react' import { useGLTF, useAnimations, MeshTransmissionMaterial } from '@react-three/drei' export default function Model(props) { const group = useRef() const { nodes, materials, animations } = useGLTF('/crystal_ball_test.glb') const { actions } = useAnimations(animations, group) return ( ) }
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Where should I keep my assets?
Have you compressed your models with https://gltf.pmnd.rs ? ( sorry this is unrelated to your post ) or you could use https://github.com/pmndrs/gltfjsx ( same thing but you use it like an npm package )
- Need help figuring out how many texture set to use and how to split them up (more in comments)
drei
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Show HN: 3D Framework for the Web. Built on Svelte and Three.js
I have been using react-three-fiber and react-three-drei - the react version of this project. The examples are over whelming and wonderful
https://docs.pmnd.rs/react-three-fiber/getting-started/examp...
One of my favorites is the image gallery. I modified this so that clicking on an image take you into another room (gallery).
https://github.com/pmndrs/drei is a collection of examples and helpers.
Most impressive to me is the one using a GLTF model, video textures on text, reflections and more. A standalone version is
https://bfplr.csb.app/
But even more impressive is the sandbox showing the not-very-many-lines-of-code at
https://codesandbox.io/p/sandbox/ground-reflections-and-vide...
A lot to putting a layer on top of threejs and I have run a fair number of head scratchers. But still the potential is huge. Using threejs has completely changed the way I look at website development. So if you are a svelte person I would definitely look into this.
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figured out an outline shader, heres the code (raymarching)
the shader is here if you want it in vanilla https://github.com/pmndrs/drei/blob/master/src/core/Outlines.tsx though keep in mind it needs some additional work to support skeletons and instances, that's the code in the layout effect.
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Cannot render glb file in frontend, instead it showing a black image
the eco system gives you so much freedom, especially when it comes to properly align, display your models, and to make them look nice. there are dozens of components for staging, lighting, soft shadows, you would miss out on all of that https://github.com/pmndrs/drei
- MeshPortalMaterial component from Drei is magic
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Open Source Project Ideas for Three.js?
there are more pain points than can be enumerated. i think you should take a look here https://github.com/pmndrs/drei and pmndrs in general. also the eco system it has covered so far.
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Suggestions needed
there's a whole eco system around three in react and next. it starts with react-three-fiber, drei has tons of helpers, and then there's three-next for when you need 100% lighthouse, persisting canvas across routes etc.
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Best toolset for building a 3D Website?
Definitely ThreeJS and specifically React Three Fiber. React Three Fiber is an amazing wrapper around three that greatly reduces boilerplate. And because of how modular react is, the community has grown massively. With lots of helper components in the Drei library, and amazing examples in the author's Twitter. The Codesandbox is also a goldmine of example. And one of the best-produced courses by Bruno Simon to help you get started. He is the creator of this famous portfolio site.
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Built a new splash page at the beginning of the year. Used the opportunity to experiment with react-three-fiber.
I picked the stack I did to expand upon my skill set. In particular, I wanted to brush up on react-three-fiber, react-spring & drei.
- How to achieve these controls?
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Library for orbit controls in React Native
what's the advantage of your version over this one by the developer who created react-three/fiber? https://github.com/pmndrs/drei/blob/master/src/core/OrbitControls.tsx I use the above by importing react-three/drei and it then works just like the one in your example
What are some alternatives?
gltf-pipeline - Content pipeline tools for optimizing glTF assets. :globe_with_meridians:
react-three-fiber - 🇨🇭 A React renderer for Three.js
react-three-fiber - 🇨🇭 A React renderer for Three.js [Moved to: https://github.com/pmndrs/react-three-fiber]
three-mesh-bvh - A BVH implementation to speed up raycasting and enable spatial queries against three.js meshes.
leva - 🌋 React-first components GUI
threlte - A three.js component library for Svelte. [Moved to: https://github.com/threlte/threlte]
awesome-react-three-fiber - 🍕 A loose collection of cool r3f links, gifs, people, stuff
react-three-arjs - AR.js with react-three-fiber
react-xr - 🤳 VR/AR with react-three-fiber
react-postprocessing - 📬 postprocessing for react-three-fiber
threejs-mesh-modifiers - A Three.js mesh morph modifier