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MeshToonMaterial

Video Lecture

MeshToonMaterial MeshToonMaterial

Description

Toon shading or Cel shading is a type of non-photorealistic rendering technique designed to make 3D computer graphics appear more cartoonish by using less shading color instead of a smooth gradient effect.

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Resources

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

gradientMaps.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 'dat.gui'

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

const light = new THREE.PointLight(0xffffff, 500)
light.position.set(10, 10, 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)

new OrbitControls(camera, renderer.domElement)

const boxGeometry = new THREE.BoxGeometry()
const sphereGeometry = new THREE.SphereGeometry()
const icosahedronGeometry = new THREE.IcosahedronGeometry(1, 0)
const planeGeometry = new THREE.PlaneGeometry()
const torusKnotGeometry = new THREE.TorusKnotGeometry()

const threeTone = new THREE.TextureLoader().load('img/threeTone.jpg')
threeTone.minFilter = THREE.NearestFilter
threeTone.magFilter = THREE.NearestFilter

const fourTone = new THREE.TextureLoader().load('img/fourTone.jpg')
fourTone.minFilter = THREE.NearestFilter
fourTone.magFilter = THREE.NearestFilter

const fiveTone = new THREE.TextureLoader().load('img/fiveTone.jpg')
fiveTone.minFilter = THREE.NearestFilter
fiveTone.magFilter = THREE.NearestFilter

const material: THREE.MeshToonMaterial = new THREE.MeshToonMaterial()

const cube = new THREE.Mesh(boxGeometry, material)
cube.position.x = 5
scene.add(cube)

const sphere = new THREE.Mesh(sphereGeometry, material)
sphere.position.x = 3
scene.add(sphere)

const icosahedron = new THREE.Mesh(icosahedronGeometry, material)
icosahedron.position.x = 0
scene.add(icosahedron)

const plane = new THREE.Mesh(planeGeometry, material)
plane.position.x = -2
scene.add(plane)

const torusKnot = new THREE.Mesh(torusKnotGeometry, material)
torusKnot.position.x = -5
scene.add(torusKnot)

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

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

const options = {
    side: {
        FrontSide: THREE.FrontSide,
        BackSide: THREE.BackSide,
        DoubleSide: THREE.DoubleSide,
    },
    gradientMap: {
        Default: null,
        threeTone: 'threeTone',
        fourTone: 'fourTone',
        fiveTone: 'fiveTone',
    },
}

const gui = new GUI()

const data = {
    lightColor: light.color.getHex(),
    color: material.color.getHex(),
    gradientMap: 'threeTone',
}

material.gradientMap = threeTone

const lightFolder = gui.addFolder('THREE.Light')
lightFolder.addColor(data, 'lightColor').onChange(() => {
    light.color.setHex(Number(data.lightColor.toString().replace('#', '0x')))
})
lightFolder.add(light, 'intensity', 0, 2000)

const materialFolder = gui.addFolder('THREE.Material')
materialFolder
    .add(material, 'transparent')
    .onChange(() => (material.needsUpdate = true))
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 meshToonMaterialFolder = gui.addFolder('THREE.MeshToonMaterial')
meshToonMaterialFolder.addColor(data, 'color').onChange(() => {
    material.color.setHex(Number(data.color.toString().replace('#', '0x')))
})

//shininess, specular and flatShading no longer supported in MeshToonMaterial

meshToonMaterialFolder
    .add(data, 'gradientMap', options.gradientMap)
    .onChange(() => updateMaterial())
meshToonMaterialFolder.open()

function updateMaterial() {
    material.side = Number(material.side) as THREE.Side
    material.gradientMap = eval(data.gradientMap as string)
    material.needsUpdate = true
}

function animate() {
    requestAnimationFrame(animate)

    render()

    stats.update()
}

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

animate()

Example : Convert Animated Models Material to MeshToonMaterial

Example : Use PNG as MeshToonMaterial Texture Map

Cel shading (Wikipedia)

THREE.MeshToonMaterial (Official Documentation)

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