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Material Repeat and Center

Video Lecture

Material Repeat Center

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Description

Where material textures sit on a geometry can be changed by changing their UV co-ordinates. It can also be stretched, repeated, rotated and offset.

In this video I demonstrate zooming into our 3D world plane by changing the texture UV co-ordinates using the repeat and center material options.

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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, 1000)
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, 360, 180)

const material = new THREE.MeshPhongMaterial()

//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/earthSpecular.jpg")
// material.specularMap = specularTexture

const displacementMap = new THREE.TextureLoader().load('img/gebco_bathy.5400x2700_8bit.jpg')
material.displacementMap = displacementMap

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 = new 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(),
  specular: material.specular.getHex(),
}

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

meshPhongMaterialFolder.addColor(data, 'color').onChange(() => {
  material.color.setHex(Number(data.color.toString().replace('#', '0x')))
})
meshPhongMaterialFolder.addColor(data, 'emissive').onChange(() => {
  material.emissive.setHex(Number(data.emissive.toString().replace('#', '0x')))
})
meshPhongMaterialFolder.addColor(data, 'specular').onChange(() => {
  material.specular.setHex(Number(data.specular.toString().replace('#', '0x')))
})
meshPhongMaterialFolder.add(material, 'shininess', 0, 1024)
meshPhongMaterialFolder.add(material, 'wireframe')
meshPhongMaterialFolder.add(material, 'flatShading').onChange(() => updateMaterial())
meshPhongMaterialFolder.add(material, 'reflectivity', 0, 1)
meshPhongMaterialFolder.add(material, 'refractionRatio', 0, 1)
meshPhongMaterialFolder.add(material, 'displacementScale', 0, 1, 0.01)
meshPhongMaterialFolder.add(material, 'displacementBias', -1, 1, 0.01)
meshPhongMaterialFolder.open()

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

const planeData = {
  width: 3.6,
  height: 1.8,
  widthSegments: 360,
  heightSegments: 180,
}

const planePropertiesFolder = gui.addFolder('PlaneGeometry')
//planePropertiesFolder.add(planeData, 'width', 1, 30).onChange(regeneratePlaneGeometry)
//planePropertiesFolder.add(planeData, 'height', 1, 30).onChange(regeneratePlaneGeometry)
planePropertiesFolder.add(planeData, 'widthSegments', 1, 360).onChange(regeneratePlaneGeometry)
planePropertiesFolder.add(planeData, 'heightSegments', 1, 180).onChange(regeneratePlaneGeometry)
planePropertiesFolder.open()

function regeneratePlaneGeometry() {
  const newGeometry = new THREE.PlaneGeometry(planeData.width, planeData.height, planeData.widthSegments, planeData.heightSegments)
  plane.geometry.dispose()
  plane.geometry = newGeometry
}

// Since Three r151, we also need to update the properties of the displacementMap to match the changes to the texture map
// const textureFolder = gui.addFolder('Texture')
// textureFolder
//     .add(texture.repeat, 'x', 0.1, 1, 0.1)
//     .onChange((v) => ((material.displacementMap as THREE.Texture).repeat.x = v))
// textureFolder
//     .add(texture.repeat, 'y', 0.1, 1, 0.1)
//     .onChange((v) => ((material.displacementMap as THREE.Texture).repeat.y = v))
// textureFolder
//     .add(texture.center, 'x', 0, 1, 0.001)
//     .onChange((v) => ((material.displacementMap as THREE.Texture).center.x = v))
// textureFolder
//     .add(texture.center, 'y', 0, 1, 0.001)
//     .onChange((v) => ((material.displacementMap as THREE.Texture).center.y = v))

// textureFolder.open()

function animate() {
  requestAnimationFrame(animate)

  render()

  stats.update()
}

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

animate()