MeshToonMaterial

Video Lecture

MeshToonMaterial 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.

Start Code

./src/client/client.ts

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

const scene: THREE.Scene = new THREE.Scene()

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

const light = new THREE.PointLight(0xffffff, 1);
light.position.set(5, 5, 5);
scene.add(light);

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

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

const controls = new OrbitControls(camera, renderer.domElement)

const boxGeometry: THREE.BoxGeometry = new THREE.BoxGeometry()
const sphereGeometry: THREE.SphereGeometry = new THREE.SphereGeometry()
const icosahedronGeometry: THREE.IcosahedronGeometry = new THREE.IcosahedronGeometry(1, 0)
const planeGeometry: THREE.PlaneGeometry = new THREE.PlaneGeometry()
const torusKnotGeometry: THREE.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: THREE.Mesh = new THREE.Mesh(boxGeometry, material)
cube.position.x = 5
scene.add(cube)

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

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

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

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

camera.position.z = 5

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)

var options = {
    side: {
        "FrontSide": THREE.FrontSide,
        "BackSide": THREE.BackSide,
        "DoubleSide": THREE.DoubleSide,
    },
    gradientMap: {
        "Default": null,
        "threeTone": "threeTone",
        "fourTone": "fourTone",
        "fiveTone": "fiveTone"
    }
}
const gui = new GUI()

var data = {
    lightColor : light.color.getHex(),
    color: material.color.getHex(),
    specular: material.specular.getHex(),
    gradientMap: null
}

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, 4)

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()

var meshToonMaterialFolder = gui.addFolder('THREE.MeshToonMaterial')
meshToonMaterialFolder.addColor(data, 'color').onChange(() => { material.color.setHex(Number(data.color.toString().replace('#', '0x'))) })
meshToonMaterialFolder.add(material, 'flatShading').onChange(() => updateMaterial())
meshToonMaterialFolder.addColor(data, 'specular').onChange(() => { material.specular.setHex(Number(data.specular.toString().replace('#', '0x'))) });
meshToonMaterialFolder.add(material, 'shininess', 0, 1024);
meshToonMaterialFolder.add(data, 'gradientMap', options.gradientMap).onChange(() => updateMaterial())
meshToonMaterialFolder.open()

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

var animate = function () {
    requestAnimationFrame(animate)

    icosahedron.rotation.y += .005
    icosahedron.rotation.x += .005
    cube.rotation.y += .005
    cube.rotation.x += .005
    torusKnot.rotation.y += .005
    torusKnot.rotation.x += .005
    sphere.rotation.y += .005
    sphere.rotation.x += .005
    plane.rotation.y += .005
    plane.rotation.x += .005

    render()

    stats.update()
};

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

Cel shading