How to use texture loader in three js

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by gayathrimohan dot icon Updated: Jan 23, 2024

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Three.js is a JavaScript library. It enables the creation and display of 3D graphics in web browsers. Textures plays a role in 3D graphics. 

It adds details, depths, and realism to surfaces. They simulate various materials like wood, metal, or fabric. It enhances visual appeal and makes objects appear more lifelike.  

A texture loader in Three.js is a utility. It facilitates the loading of image textures used in 3D models or scenes. 

  • Initialization: To use a texture loader, create an instance of THREE.TextureLoader(). You should create it in your Three.js application. 
  • Loading Textures: The primary role is to load textures from external files. The load () method provided by the texture loader does it. 
  • Callback Function: The load () method usually takes a callback function. Once it loads the texture, it executes.  
  • The material's map property applies to the texture. It influences the visual appearance of the associated 3D object. 
  • Handling Errors: Texture loaders often support error handling. It allows you to manage situations where texture loading fails. 

Three.js supports various texture types, including: 

  • We load image texture from image files (e.g., JPEG, PNG).  
  • Video files load the video texture.  
  • HTML5 canvas elements create the canvas texture.  
  • The cube texture consists of six individual images that form the faces of a cube.  
  • Raw pixel data creates data texture. It is useful for custom procedural textures and effects. 
  • We render the RenderTarget Texture off-screen and then use it as a texture.  
  • We apply 3D Model Textures to 3D models (e.g., OBJ, FBX). 

Here are some tips for optimizing texture loading in Three.js: 

  • Texture Formats: Choose appropriate texture formats like JPEG. It is for photographs and PNG for images with transparency.  
  • Texture Size: Resize textures to the current display size, avoiding large images.  
  • Texture Atlases: Combine many textures into a single texture atlas. It is to reduce the number of HTTP requests and improve loading times. 
  • Level of Detail (LOD): Install LOD for textures. It provides lower-resolution versions for distant objects and higher-resolution for closer ones. 
  • Texture Compression: Use texture compression formats like Basis Universal. It is for reducing file sizes without sacrificing quality. 
  • Caching: Install texture caching to store loaded textures in memory. It prevents redundant loading and improves performance. 
  • Lazy Loading: Load textures on-demand as needed. Rather than loading everything up front, especially for large scenes. 
  • Streaming Textures: Use techniques like progressive image loading for smoother user experiences. 
  • WebP Format: Consider using the WebP format. It provides good compression with high-quality images. Modern browsers support it. 
  • Minification and Compression: Minify and compress textures before deploying. They do it to reduce file sizes.  

Manipulating textures involves working with the material. Three.js applies it to a 3D object. 

Here are brief explanations of scaling, rotating, and animating textures: 

  • Scaling Textures 
  • Rotating Textures 
  • Animating Textures 

In Conclusion, this plays a role in enhancing immersion and visual appeal in Three.js 3D. By handling textures, developers can improve the realism of surfaces. This helps in adding depth and detail to objects.  

Fig: Preview of the output that you will get on running this code from your IDE.

Code

<html>
<head>
  <title>My first Three.js app</title>
  <style>
    body { margin: 0; }
    canvas { width: 100%; height: 100% }
  </style>
</head>
<body>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/85/three.min.js"> </script>
<script>
  var scene = new THREE.Scene();
  var camera = new THREE.PerspectiveCamera(75, window.innerWidth/window.innerHeight, 0.1, 1000 );
  camera.lookAt(new THREE.Vector3(0, 0, 0));
  var renderer = new THREE.WebGLRenderer({ alpha: false });
  renderer.setSize( window.innerWidth, window.innerHeight );
  document.body.appendChild( renderer.domElement );
  var geometry1 = new THREE.BoxGeometry( 12, 1, 1 );
  var material1 = new THREE.MeshBasicMaterial( { color: 0x00FFCC } );
  var cube1 = new THREE.Mesh( geometry1, material1 );

  scene.add( cube1 );
  var geometry2 = new THREE.BoxGeometry( 10, 1, 1 );
  var material2 = new THREE.MeshBasicMaterial( { color: 0xCCFF33 } );
  var cube2 = new THREE.Mesh( geometry2, material2 );

  scene.add( cube2 );
  var geometry3 = new THREE.CircleBufferGeometry( 3, 32 );
  var material3 = new THREE.MeshBasicMaterial( { color: 0xCCFFCC     } );
  var circle3 = new THREE.Mesh( geometry3, material3 );
  scene.add( circle3 );
  var geometry4 = new THREE.BoxBufferGeometry( 10, 1, 1 );
  material4 = new THREE.MeshLambertMaterial({ map: new THREE.TextureLoader().load("img/g.png") });
  var cube4 = new THREE.Mesh( geometry4, material4 );
  scene.add( cube4 );
  var geometry = new THREE.CubeGeometry(150, 200, 150, 2, 2, 2);

  var materials = [];
  cube = new THREE.Mesh(geometry, new THREE.MeshFaceMaterial(materials));
  cube.position.y = 150;
  scene.add(cube);

  var light = new THREE.AmbientLight( 0x404040 ); // soft white light
  scene.add( light );
  camera.position.z = 5;
  var geometry = new THREE.BoxGeometry( 2, 1, 1 );

  material = new THREE.MeshLambertMaterial({ map: new THREE.TextureLoader().load("img/g.png") });
  var cube = new THREE.Mesh( geometry, material );
  scene.add( cube );
  var render = function () {
    requestAnimationFrame( render );
    cube.rotation.x += 0.01;
    cube.rotation.y += 0.01;
    cube1.rotation.x += 0.02;
    cube1.rotation.y += 0.02;
    cube2.rotation.x += 0.03;
    cube2.rotation.y += 0.03;
    renderer.render(scene, camera);
  };
  setTimeout(() => {render();},500)
</script>
</body>
</html>

Instructions

Follow the steps carefully to get the output easily.

  1. Install Visual Studio Code IDE on your computer.
  2. Create a new HTML file.
  3. Copy the code using the 'Copy' button and then paste the code into that HTML file.
  4. Save and run the HTML file directly from the file location to generate the output.


I hope you found this useful.


I found this code snippet by searching for 'How to use texture loader in three js' you can try any such use case!

Environment Tested

I tested this solution in the following versions. Be mindful of changes when working with other versions.

  1. The solution is created and tested in Visual Studio Code 1.85.1.


Using this solution, we are able to use texture loader in three js with simple steps. This process also facilities an easy way to use, hassle-free method to create a hands-on working version of code which would help us to use texture loader in three js.

FAQ

1. What is the process of loading textures in three js, and what are the challenges associated with it?In Three.js, loading textures involves using the TextureLoader to load image files. Challenges may include managing loading times. Also includes handling different file formats and ensuring proper error handling. 


2. How does three.js handle texture data? How can developers optimize their performance? 

Three.js handles texture data through the Texture class. It allows developers to set various parameters like wrapping, filtering, and mapping. To optimize performance, consider using power-of-two textures, mipmapping, and compressed textures when possible. 


3. What methods can I use to load many textures in a single scene using three js? 

To load many textures in a scene, you can use the TextureLoader for each texture. Then apply them to different materials or objects within the scene. 


4. Can the three js texture loader apply many materials to a single object? If so, how? 

Yes, Three.js can apply many materials to a single object. You can create an array of materials and assign it to the material property of the object. Each material in the array corresponds to a different face or part of the object. 


5. How does using bidirectional Unicode characters affect loading textures in Three.js? 

Bidirectional Unicode characters don't affect the loading of textures in Three.js. Image files load textures. Unicode characters are more relevant to text rendering and handling within the application. It is not tied to texture loading. 

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