Three.js models turning black after calling computeVertexNormals?












0















I'm importing 3D models into three.js using MTLLoader and OBJLoader. The .obj files contain no normals so the resulting models look blocky. I'm attempting to smooth them by converting the BufferGeometry returned by OBJLoader into a Geometry object, and then calculating the normals. This works perfectly for many objects, but some of them turn almost completely black.



Investigating this, I noticed that on the models that turn black the vertex normals (computed by computeVertexNormals()) are (0, 0, 0) for almost every vertex, while on the normal-looking models they are decimal values between -1 and 1.



Here is my code:



function loadModel() {

// Load the materials first
mtlLoader.load('texture.mtl', function (materials) {
materials.preload();

// Load the object and attach the materials
objLoader
.setMaterials(materials)
.load('model.obj', function (object) {
object.children[0].geometry = new THREE.Geometry().fromBufferGeometry(object.children[0].geometry);
object.children[0].geometry.computeFaceNormals();
object.children[0].geometry.mergeVertices();
object.children[0].geometry.computeVertexNormals();

scene.add(object);
}, undefined, function (error) {
console.log(error);
});
}, undefined, function (error) {
console.log(error);
}
);
}


How can I fix/prevent this?










share|improve this question























  • On the objects where you get [0, 0, 0] normals, are all the faces connected? Or are they all individual triangles?

    – Marquizzo
    Nov 19 '18 at 19:27











  • @Marquizzo I didn't make the objects, but the faces appear to all be connected (they share a lot of the vertices).

    – ihatevectors
    Nov 19 '18 at 20:36











  • Hard to pinpoint without looking at your model, but you could try keeping it as BufferGeom and calculating only vertex normals. Instead of converting into 'Geometry'

    – Marquizzo
    Nov 19 '18 at 21:06











  • @Marquizzo Here is the contents of the .obj file: pastebin.com/kPpZB9ci. I didn't post the texture, but I don't think it's necessary since the model is black regardless of the texture.

    – ihatevectors
    Nov 19 '18 at 21:25











  • @ihatevectors It appears your obj model is essentially two identical models -- one with front faces and one with back faces. After merging vertices, the front-facing normals and back-facing normals cancel each other out.

    – WestLangley
    Nov 20 '18 at 5:14
















0















I'm importing 3D models into three.js using MTLLoader and OBJLoader. The .obj files contain no normals so the resulting models look blocky. I'm attempting to smooth them by converting the BufferGeometry returned by OBJLoader into a Geometry object, and then calculating the normals. This works perfectly for many objects, but some of them turn almost completely black.



Investigating this, I noticed that on the models that turn black the vertex normals (computed by computeVertexNormals()) are (0, 0, 0) for almost every vertex, while on the normal-looking models they are decimal values between -1 and 1.



Here is my code:



function loadModel() {

// Load the materials first
mtlLoader.load('texture.mtl', function (materials) {
materials.preload();

// Load the object and attach the materials
objLoader
.setMaterials(materials)
.load('model.obj', function (object) {
object.children[0].geometry = new THREE.Geometry().fromBufferGeometry(object.children[0].geometry);
object.children[0].geometry.computeFaceNormals();
object.children[0].geometry.mergeVertices();
object.children[0].geometry.computeVertexNormals();

scene.add(object);
}, undefined, function (error) {
console.log(error);
});
}, undefined, function (error) {
console.log(error);
}
);
}


How can I fix/prevent this?










share|improve this question























  • On the objects where you get [0, 0, 0] normals, are all the faces connected? Or are they all individual triangles?

    – Marquizzo
    Nov 19 '18 at 19:27











  • @Marquizzo I didn't make the objects, but the faces appear to all be connected (they share a lot of the vertices).

    – ihatevectors
    Nov 19 '18 at 20:36











  • Hard to pinpoint without looking at your model, but you could try keeping it as BufferGeom and calculating only vertex normals. Instead of converting into 'Geometry'

    – Marquizzo
    Nov 19 '18 at 21:06











  • @Marquizzo Here is the contents of the .obj file: pastebin.com/kPpZB9ci. I didn't post the texture, but I don't think it's necessary since the model is black regardless of the texture.

    – ihatevectors
    Nov 19 '18 at 21:25











  • @ihatevectors It appears your obj model is essentially two identical models -- one with front faces and one with back faces. After merging vertices, the front-facing normals and back-facing normals cancel each other out.

    – WestLangley
    Nov 20 '18 at 5:14














0












0








0








I'm importing 3D models into three.js using MTLLoader and OBJLoader. The .obj files contain no normals so the resulting models look blocky. I'm attempting to smooth them by converting the BufferGeometry returned by OBJLoader into a Geometry object, and then calculating the normals. This works perfectly for many objects, but some of them turn almost completely black.



Investigating this, I noticed that on the models that turn black the vertex normals (computed by computeVertexNormals()) are (0, 0, 0) for almost every vertex, while on the normal-looking models they are decimal values between -1 and 1.



Here is my code:



function loadModel() {

// Load the materials first
mtlLoader.load('texture.mtl', function (materials) {
materials.preload();

// Load the object and attach the materials
objLoader
.setMaterials(materials)
.load('model.obj', function (object) {
object.children[0].geometry = new THREE.Geometry().fromBufferGeometry(object.children[0].geometry);
object.children[0].geometry.computeFaceNormals();
object.children[0].geometry.mergeVertices();
object.children[0].geometry.computeVertexNormals();

scene.add(object);
}, undefined, function (error) {
console.log(error);
});
}, undefined, function (error) {
console.log(error);
}
);
}


How can I fix/prevent this?










share|improve this question














I'm importing 3D models into three.js using MTLLoader and OBJLoader. The .obj files contain no normals so the resulting models look blocky. I'm attempting to smooth them by converting the BufferGeometry returned by OBJLoader into a Geometry object, and then calculating the normals. This works perfectly for many objects, but some of them turn almost completely black.



Investigating this, I noticed that on the models that turn black the vertex normals (computed by computeVertexNormals()) are (0, 0, 0) for almost every vertex, while on the normal-looking models they are decimal values between -1 and 1.



Here is my code:



function loadModel() {

// Load the materials first
mtlLoader.load('texture.mtl', function (materials) {
materials.preload();

// Load the object and attach the materials
objLoader
.setMaterials(materials)
.load('model.obj', function (object) {
object.children[0].geometry = new THREE.Geometry().fromBufferGeometry(object.children[0].geometry);
object.children[0].geometry.computeFaceNormals();
object.children[0].geometry.mergeVertices();
object.children[0].geometry.computeVertexNormals();

scene.add(object);
}, undefined, function (error) {
console.log(error);
});
}, undefined, function (error) {
console.log(error);
}
);
}


How can I fix/prevent this?







three.js






share|improve this question













share|improve this question











share|improve this question




share|improve this question










asked Nov 19 '18 at 18:24









ihatevectorsihatevectors

1




1













  • On the objects where you get [0, 0, 0] normals, are all the faces connected? Or are they all individual triangles?

    – Marquizzo
    Nov 19 '18 at 19:27











  • @Marquizzo I didn't make the objects, but the faces appear to all be connected (they share a lot of the vertices).

    – ihatevectors
    Nov 19 '18 at 20:36











  • Hard to pinpoint without looking at your model, but you could try keeping it as BufferGeom and calculating only vertex normals. Instead of converting into 'Geometry'

    – Marquizzo
    Nov 19 '18 at 21:06











  • @Marquizzo Here is the contents of the .obj file: pastebin.com/kPpZB9ci. I didn't post the texture, but I don't think it's necessary since the model is black regardless of the texture.

    – ihatevectors
    Nov 19 '18 at 21:25











  • @ihatevectors It appears your obj model is essentially two identical models -- one with front faces and one with back faces. After merging vertices, the front-facing normals and back-facing normals cancel each other out.

    – WestLangley
    Nov 20 '18 at 5:14



















  • On the objects where you get [0, 0, 0] normals, are all the faces connected? Or are they all individual triangles?

    – Marquizzo
    Nov 19 '18 at 19:27











  • @Marquizzo I didn't make the objects, but the faces appear to all be connected (they share a lot of the vertices).

    – ihatevectors
    Nov 19 '18 at 20:36











  • Hard to pinpoint without looking at your model, but you could try keeping it as BufferGeom and calculating only vertex normals. Instead of converting into 'Geometry'

    – Marquizzo
    Nov 19 '18 at 21:06











  • @Marquizzo Here is the contents of the .obj file: pastebin.com/kPpZB9ci. I didn't post the texture, but I don't think it's necessary since the model is black regardless of the texture.

    – ihatevectors
    Nov 19 '18 at 21:25











  • @ihatevectors It appears your obj model is essentially two identical models -- one with front faces and one with back faces. After merging vertices, the front-facing normals and back-facing normals cancel each other out.

    – WestLangley
    Nov 20 '18 at 5:14

















On the objects where you get [0, 0, 0] normals, are all the faces connected? Or are they all individual triangles?

– Marquizzo
Nov 19 '18 at 19:27





On the objects where you get [0, 0, 0] normals, are all the faces connected? Or are they all individual triangles?

– Marquizzo
Nov 19 '18 at 19:27













@Marquizzo I didn't make the objects, but the faces appear to all be connected (they share a lot of the vertices).

– ihatevectors
Nov 19 '18 at 20:36





@Marquizzo I didn't make the objects, but the faces appear to all be connected (they share a lot of the vertices).

– ihatevectors
Nov 19 '18 at 20:36













Hard to pinpoint without looking at your model, but you could try keeping it as BufferGeom and calculating only vertex normals. Instead of converting into 'Geometry'

– Marquizzo
Nov 19 '18 at 21:06





Hard to pinpoint without looking at your model, but you could try keeping it as BufferGeom and calculating only vertex normals. Instead of converting into 'Geometry'

– Marquizzo
Nov 19 '18 at 21:06













@Marquizzo Here is the contents of the .obj file: pastebin.com/kPpZB9ci. I didn't post the texture, but I don't think it's necessary since the model is black regardless of the texture.

– ihatevectors
Nov 19 '18 at 21:25





@Marquizzo Here is the contents of the .obj file: pastebin.com/kPpZB9ci. I didn't post the texture, but I don't think it's necessary since the model is black regardless of the texture.

– ihatevectors
Nov 19 '18 at 21:25













@ihatevectors It appears your obj model is essentially two identical models -- one with front faces and one with back faces. After merging vertices, the front-facing normals and back-facing normals cancel each other out.

– WestLangley
Nov 20 '18 at 5:14





@ihatevectors It appears your obj model is essentially two identical models -- one with front faces and one with back faces. After merging vertices, the front-facing normals and back-facing normals cancel each other out.

– WestLangley
Nov 20 '18 at 5:14












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