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BumpMap

Video Lecture

Bumpmap BumpMap BumpMap

Description

An image texture to create a bump map. Values alter the perceived depth in relation to the lights.

The Bump map doesn't actually affect the geometry of the object, only the lighting.

Resources

The image files used in this lesson can be downloaded from the file named material-textures-3.zip. Extract the material-textures-3.zip contents into the ./dist/client/img/ folder.

material-textures-3.zip

Lesson Script

./src/client/client.ts

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import * as THREE from 'three'
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls'
import Stats from 'three/examples/jsm/libs/stats.module'
import { GUI } from 'three/examples/jsm/libs/dat.gui.module'

const scene = new THREE.Scene()
scene.add(new THREE.AxesHelper(5))

const light = new THREE.PointLight(0xffffff, 2)
light.position.set(0, 5, 10)
scene.add(light)

const camera = new THREE.PerspectiveCamera(
    75,
    window.innerWidth / window.innerHeight,
    0.1,
    1000
)
camera.position.z = 3

const renderer = new THREE.WebGLRenderer()
renderer.setSize(window.innerWidth, window.innerHeight)
document.body.appendChild(renderer.domElement)

const controls = new OrbitControls(camera, renderer.domElement)
controls.screenSpacePanning = true //so that panning up and down doesn't zoom in/out
//controls.addEventListener('change', render)

const planeGeometry = new THREE.PlaneGeometry(3.6, 1.8)

const material = new THREE.MeshPhysicalMaterial({})

//const texture = new THREE.TextureLoader().load("img/grid.png")
const texture = new THREE.TextureLoader().load('img/worldColour.5400x2700.jpg')
material.map = texture
// const envTexture = new THREE.CubeTextureLoader().load(["img/px_50.png", "img/nx_50.png", "img/py_50.png", "img/ny_50.png", "img/pz_50.png", "img/nz_50.png"])
const envTexture = new THREE.CubeTextureLoader().load([
    'img/px_eso0932a.jpg',
    'img/nx_eso0932a.jpg',
    'img/py_eso0932a.jpg',
    'img/ny_eso0932a.jpg',
    'img/pz_eso0932a.jpg',
    'img/nz_eso0932a.jpg'
])
envTexture.mapping = THREE.CubeReflectionMapping
material.envMap = envTexture

//const specularTexture = new THREE.TextureLoader().load("img/grayscale-test.png")
// const specularTexture = new THREE.TextureLoader().load("img/earthSpecular.jpg")
// material.roughnessMap = specularTexture
// material.metalnessMap = specularTexture

const bumpTexture = new THREE.TextureLoader().load(
    'img/earth_normalmap_8192x4096.jpg'
)
material.bumpMap = bumpTexture

const plane: THREE.Mesh = new THREE.Mesh(planeGeometry, material)
scene.add(plane)

window.addEventListener('resize', onWindowResize, false)
function onWindowResize() {
    camera.aspect = window.innerWidth / window.innerHeight
    camera.updateProjectionMatrix()
    renderer.setSize(window.innerWidth, window.innerHeight)
    render()
}

const stats = Stats()
document.body.appendChild(stats.dom)

const options = {
    side: {
        FrontSide: THREE.FrontSide,
        BackSide: THREE.BackSide,
        DoubleSide: THREE.DoubleSide
    }
}
const gui = new GUI()

const materialFolder = gui.addFolder('THREE.Material')
materialFolder.add(material, 'transparent')
materialFolder.add(material, 'opacity', 0, 1, 0.01)
materialFolder.add(material, 'depthTest')
materialFolder.add(material, 'depthWrite')
materialFolder
    .add(material, 'alphaTest', 0, 1, 0.01)
    .onChange(() => updateMaterial())
materialFolder.add(material, 'visible')
materialFolder
    .add(material, 'side', options.side)
    .onChange(() => updateMaterial())
//materialFolder.open()

const data = {
    color: material.color.getHex(),
    emissive: material.emissive.getHex()
}

const meshPhysicalMaterialFolder = gui.addFolder(
    'THREE.meshPhysicalMaterialFolder'
)

meshPhysicalMaterialFolder.addColor(data, 'color').onChange(() => {
    material.color.setHex(Number(data.color.toString().replace('#', '0x')))
})
meshPhysicalMaterialFolder.addColor(data, 'emissive').onChange(() => {
    material.emissive.setHex(
        Number(data.emissive.toString().replace('#', '0x'))
    )
})
meshPhysicalMaterialFolder.add(material, 'wireframe')
meshPhysicalMaterialFolder
    .add(material, 'flatShading')
    .onChange(() => updateMaterial())
meshPhysicalMaterialFolder.add(material, 'reflectivity', 0, 1)
meshPhysicalMaterialFolder.add(material, 'refractionRatio', 0, 1)
meshPhysicalMaterialFolder.add(material, 'envMapIntensity', 0, 1)
meshPhysicalMaterialFolder.add(material, 'roughness', 0, 1)
meshPhysicalMaterialFolder.add(material, 'metalness', 0, 1)
meshPhysicalMaterialFolder.add(material, 'clearcoat', 0, 1, 0.01)
meshPhysicalMaterialFolder.add(material, 'clearcoatRoughness', 0, 1, 0.01)
meshPhysicalMaterialFolder.add(material, 'bumpScale', 0, 1, 0.01)
meshPhysicalMaterialFolder.open()

function updateMaterial() {
    material.side = Number(material.side)
    material.needsUpdate = true
}

function animate() {
    requestAnimationFrame(animate)

    render()

    stats.update()
}

function render() {
    renderer.render(scene, camera)
}

animate()