BabylonJS教程

BabylonJS 视差映射

视差映射也称为偏移映射。它使用高度贴图作为材质纹理上的偏移量,以突出几何体表面的浮雕效果。在 3D 世界中,应用了深度的石墙将具有更明显的外观,并且对最终用户来说看起来更逼真。在更陡峭的视角下,纹理坐标位移更多,随着视图的变化产生视差效应导致的深度错觉。
视差贴图与标准材质一起使用。我们在标准材料章节中了解了这一点。
有 3 个属性存在于并行映射中。
material.useParallax = true;-这将启用视差映射。要使用此属性,您需要先为材质指定凹凸纹理。 material.useParallaxOcclusion = true;-要使用此属性,您必须将 useParallax 设置为 true。它启用视差遮挡。 material.parallaxScaleBias = 0.1;-将深度的缩放因子应用到网格上。0.05 和 .1 之间的值适用于视差。对于遮挡,可以达到 0.2、

演示

<!doctype html>
<html>
   <head>
      <meta charset = "utf-8">
      <title>BabylonJs-Basic Element-Creating Scene</title>
      <script src = "babylon.js"></script>
      <style>
         canvas {width: 100%; height: 100%;}
      </style>
   </head>
   <body>
      <canvas id = "renderCanvas"></canvas>
      <script type = "text/javascript">
         var canvas = document.getElementById("renderCanvas");
         var engine = new BABYLON.Engine(canvas, true);
         
         var createScene  = function() {
            // this creates a basic Babylon Scene object (non-mesh)
            var scene = new BABYLON.Scene(engine);
            // this creates and positions a free camera (non-mesh)
            var camera = new BABYLON.ArcRotateCamera("camera1", 0, Math.PI / 2, 100, new BABYLON.Vector3(0, 0, 0), scene);
            camera.attachControl(canvas, false);
            // this targets the camera to scene origin
            camera.setTarget(BABYLON.Vector3.Zero());
            // this creates a light, aiming 0,1,0-to the sky (non-mesh)
            var light = new BABYLON.HemisphericLight("light1", new BABYLON.Vector3(0, 1, 0), scene);
            // default intensity is 1. Let's dim the light a small amount
            light.intensity = 0.7;
            var mesh = BABYLON.Mesh.CreateBox("box01", 25, scene);
            mesh.position = new BABYLON.Vector3(0, 0, 0);
            var brickWallDiffURL = "images/a1.png";
            var brickWallNHURL = "images/a2.png";
            var stoneDiffURL = "images/pebble.jpg";
            var stoneNHURL = "images/a3.png";
            var stoneDiffuseTexture = new BABYLON.Texture(stoneDiffURL, scene);
            
            var stoneNormalsHeightTexture = new BABYLON.Texture(stoneNHURL, scene);
            
            var wallDiffuseTexture = new BABYLON.Texture(brickWallDiffURL, scene);
            
            var wallNormalsHeightTexture = new BABYLON.Texture(brickWallNHURL, scene);
            
            var normalsHeightTexture = stoneNormalsHeightTexture;
            var material = new BABYLON.StandardMaterial("mtl01", scene);
            material.diffuseTexture = stoneDiffuseTexture;
            material.bumpTexture = stoneNormalsHeightTexture;
            
            material.useParallax = true;
            material.useParallaxOcclusion = true;
            material.parallaxScaleBias = 0.1;
            material.specularPower = 1000.0;
            material.specularColor = new BABYLON.Color3(0.5, 0.5, 0.5);
            mesh.material = material;	
            return scene;		
         };
         var scene = createScene();
         engine.runRenderLoop(function() {
            scene.render();
         });
      </script>
   </body>
</html>

输出

上面的代码行将生成以下输出-
Parallex Mapping
在这个演示中,我们使用了图像 a1.png、a2.png、pebble.jpga3.png。图片保存在本地的images/文件夹中,也贴在下面供参考。您可以下载任何您选择的图片并在演示链接中使用。

图片/a1.png

A1 Wall

图片/a2.png

A2 Wall

图片/pebble.jpg

A1 墙

图像/a3.png

A3 Wall
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