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我使用three.js拉伸功能来绘制几何体,并且我想添加2个纹理,一个用于顶部和底部,另一个用于其他边。three.js:用于拉伸几何体的多材质问题
根据This Post它似乎是可能的。但我无法做到这一点。
这里是我的代码:
//Create BaseForm (Bottom)
var shape = new THREE.Shape();
shape.moveTo(0,0);
shape.lineTo(0,2);
shape.lineTo(0.5,1.5);
shape.lineTo(1,2);
shape.lineTo(1,0);
shape.lineTo(0.5,0.5);
shape.lineTo(0,0);
//Extrude XScores
var extrudeSettings={amount: 50, bevelEnabled: false, material: 0, extrudeMaterial: 1, steps: 10};
var geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings);
var material1 = new THREE.MeshStandardMaterial({color: 0x111111, roughness: 0.1, metalness: 0.4, side: THREE.DoubleSide});
var material2 = new THREE.MeshStandardMaterial({color: 0x8dbe8d, roughness: 0.7, metalness: 0, side: THREE.DoubleSide});
var materials = [
material1,
material2];
var localmesh = THREE.SceneUtils.createMultiMaterialObject(geometry,materials);
return localmesh;
,但只有一个纹理适用于所有的面孔(材料2)。
注意:因为我在挤压小物件时遇到问题,所以我使用了耳朵。
感谢你的帮助,
尝试'var localmesh = new THREE.Mesh(geometry,materials);' – prisoner849
它的工作原理。非常感谢你 – Alexglvr