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<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js webgl - materials - clearcoat nodes</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<link type="text/css" rel="stylesheet" href="main.css">
</head>
<body>
<div id="info">
<a href="https://threejs.org" target="_blank" rel="noopener">three.js</a> webgl - materials - clearcoat nodes
</div>
<!-- Import maps polyfill -->
<!-- Remove this when import maps will be widely supported -->
<script async src="https://unpkg.com/es-module-shims@1.3.6/dist/es-module-shims.js"></script>
<script type="importmap">
{
"imports": {
"three": "../build/three.module.js",
"three/addons/": "./jsm/",
"three/nodes": "./jsm/nodes/Nodes.js"
}
}
</script>
<script type="module">
import * as THREE from 'three';
import * as Nodes from 'three/nodes';
import { color, float, vec2, texture, normalMap, uv, mul } from 'three/nodes';
import { nodeFrame } from 'three/addons/renderers/webgl/nodes/WebGLNodes.js';
import Stats from 'three/addons/libs/stats.module.js';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { HDRCubeTextureLoader } from 'three/addons/loaders/HDRCubeTextureLoader.js';
import { FlakesTexture } from 'three/addons/textures/FlakesTexture.js';
let container, stats;
let camera, scene, renderer;
let particleLight;
let group;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
camera = new THREE.PerspectiveCamera( 27, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.z = 1000;
scene = new THREE.Scene();
group = new THREE.Group();
scene.add( group );
new HDRCubeTextureLoader()
.setPath( 'textures/cube/pisaHDR/' )
.load( [ 'px.hdr', 'nx.hdr', 'py.hdr', 'ny.hdr', 'pz.hdr', 'nz.hdr' ],
function ( hdrTexture ) {
const geometry = new THREE.SphereGeometry( 80, 64, 32 );
const textureLoader = new THREE.TextureLoader();
const diffuse = textureLoader.load( 'textures/carbon/Carbon.png' );
diffuse.encoding = THREE.sRGBEncoding;
diffuse.wrapS = THREE.RepeatWrapping;
diffuse.wrapT = THREE.RepeatWrapping;
const normalMap1 = textureLoader.load( 'textures/carbon/Carbon_Normal.png' );
normalMap1.wrapS = THREE.RepeatWrapping;
normalMap1.wrapT = THREE.RepeatWrapping;
const normalMap2 = textureLoader.load( 'textures/water/Water_1_M_Normal.jpg' );
const normalMap3 = new THREE.CanvasTexture( new FlakesTexture() );
normalMap3.wrapS = THREE.RepeatWrapping;
normalMap3.wrapT = THREE.RepeatWrapping;
normalMap3.anisotropy = 16;
const normalMap4 = textureLoader.load( 'textures/golfball.jpg' );
const clearcoatNormalMap = textureLoader.load( 'textures/pbr/Scratched_gold/Scratched_gold_01_1K_Normal.png' );
// car paint
const carPaintUV = mul( uv(), vec2( 10, 6 ) );
const carPaintNormalScale = vec2( 0.15 );
let material = new Nodes.MeshPhysicalNodeMaterial();
material.clearcoatNode = float( 1 );
material.clearcoatRoughnessNode = float( 0.1 );
material.metalnessNode = float( 0.9 );
material.roughnessNode = float( 0.5 );
material.colorNode = color( 0x0000ff );
material.normalNode = normalMap( texture( normalMap3, carPaintUV ), carPaintNormalScale );
let mesh = new THREE.Mesh( geometry, material );
mesh.position.x = - 100;
mesh.position.y = 100;
group.add( mesh );
// fibers
const fibersUV = mul( uv(), 10 );
material = new Nodes.MeshPhysicalNodeMaterial();
material.roughnessNode = float( 0.5 );
material.clearcoatNode = float( 1 );
material.clearcoatRoughnessNode = float( 0.1 );
material.colorNode = texture( diffuse, fibersUV );
material.normalNode = normalMap( texture( normalMap1, fibersUV ) );
mesh = new THREE.Mesh( geometry, material );
mesh.position.x = 100;
mesh.position.y = 100;
group.add( mesh );
// golf
material = new Nodes.MeshPhysicalNodeMaterial();
material.clearcoatNode = float( 1 );
material.roughnessNode = float( 0.1 );
material.metalnessNode = float( 0 );
material.colorNode = color( 0xffffff );
material.normalNode = normalMap( texture( normalMap4 ) );
// y scale is negated to compensate for normal map handedness.
material.clearcoatNormalNode = normalMap( texture( clearcoatNormalMap ), vec2( 2.0, - 2.0 ) );
mesh = new THREE.Mesh( geometry, material );
mesh.position.x = - 100;
mesh.position.y = - 100;
group.add( mesh );
// clearcoat + normalmap
material = new Nodes.MeshPhysicalNodeMaterial();
material.clearcoatNode = float( 1 );
material.roughnessNode = float( 1 );
material.metalnessNode = float( 1 );
material.colorNode = color( 0xff0000 );
material.normalNode = normalMap( texture( normalMap2 ), vec2( 0.15, 0.15 ) );
// y scale is negated to compensate for normal map handedness.
material.clearcoatNormalNode = normalMap( texture( clearcoatNormalMap ), vec2( 2.0, - 2.0 ) );
mesh = new THREE.Mesh( geometry, material );
mesh.position.x = 100;
mesh.position.y = - 100;
group.add( mesh );
//
scene.background = hdrTexture;
scene.environment = hdrTexture;
}
);
// LIGHTS
particleLight = new THREE.Mesh(
new THREE.SphereGeometry( 4, 8, 8 ),
new THREE.MeshBasicMaterial( { color: 0xffffff } )
);
scene.add( particleLight );
particleLight.add( new THREE.PointLight( 0xffffff, 1 ) );
renderer = new THREE.WebGLRenderer();
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
container.appendChild( renderer.domElement );
//
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.25;
//
renderer.outputEncoding = THREE.sRGBEncoding;
//
stats = new Stats();
container.appendChild( stats.dom );
// EVENTS
new OrbitControls( camera, renderer.domElement );
window.addEventListener( 'resize', onWindowResize );
}
//
function onWindowResize() {
const width = window.innerWidth;
const height = window.innerHeight;
camera.aspect = width / height;
camera.updateProjectionMatrix();
renderer.setSize( width, height );
}
//
function animate() {
requestAnimationFrame( animate );
nodeFrame.update();
render();
stats.update();
}
function render() {
const timer = Date.now() * 0.00025;
particleLight.position.x = Math.sin( timer * 7 ) * 300;
particleLight.position.y = Math.cos( timer * 5 ) * 400;
particleLight.position.z = Math.cos( timer * 3 ) * 300;
for ( let i = 0; i < group.children.length; i ++ ) {
const child = group.children[ i ];
child.rotation.y += 0.005;
}
renderer.render( scene, camera );
}
</script>
</body>
</html>