How to use GLTF Loader in three.js? Texture and material displaying as black





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I'm having issues loading a gltf. The model is able to load successfully but all the textures and materials (already embedded in the .gltf) are completely black. When I view it in the gltfviewer, all the textures and materials show up correctly. I'm new to three.js so if anyone can walk me through using the GLTF loader, I would greatly appreciate it!!










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  • Do you have any light source in the scene?

    – prisoner849
    Nov 16 '18 at 20:58











  • I believe so. If I add a phong material and set color to white, the black changes to white.

    – Ayma
    Nov 16 '18 at 21:04











  • What kind of lights? Can you share the model or a demo? Note that metallic materials may require an environment map. In the gltf viewer (gltf-viewer.donmccurdy.com) you can adjust direct and ambient light to see the effect.

    – Don McCurdy
    Nov 16 '18 at 22:05











  • thanks for replying. How do I share the model? I have the gltf uploaded on github... Also, its a hemisphere light (I just copied the code off another post); the light should be working though? Since I can see the material when I add a phong material with a white color.

    – Ayma
    Nov 16 '18 at 22:14











  • A link to the GitHub project may be enough. Otherwise, Google Drive, Dropbox, Gist, or some other file link.

    – Don McCurdy
    Nov 17 '18 at 2:16




















1















I'm having issues loading a gltf. The model is able to load successfully but all the textures and materials (already embedded in the .gltf) are completely black. When I view it in the gltfviewer, all the textures and materials show up correctly. I'm new to three.js so if anyone can walk me through using the GLTF loader, I would greatly appreciate it!!










share|improve this question























  • Do you have any light source in the scene?

    – prisoner849
    Nov 16 '18 at 20:58











  • I believe so. If I add a phong material and set color to white, the black changes to white.

    – Ayma
    Nov 16 '18 at 21:04











  • What kind of lights? Can you share the model or a demo? Note that metallic materials may require an environment map. In the gltf viewer (gltf-viewer.donmccurdy.com) you can adjust direct and ambient light to see the effect.

    – Don McCurdy
    Nov 16 '18 at 22:05











  • thanks for replying. How do I share the model? I have the gltf uploaded on github... Also, its a hemisphere light (I just copied the code off another post); the light should be working though? Since I can see the material when I add a phong material with a white color.

    – Ayma
    Nov 16 '18 at 22:14











  • A link to the GitHub project may be enough. Otherwise, Google Drive, Dropbox, Gist, or some other file link.

    – Don McCurdy
    Nov 17 '18 at 2:16
















1












1








1








I'm having issues loading a gltf. The model is able to load successfully but all the textures and materials (already embedded in the .gltf) are completely black. When I view it in the gltfviewer, all the textures and materials show up correctly. I'm new to three.js so if anyone can walk me through using the GLTF loader, I would greatly appreciate it!!










share|improve this question














I'm having issues loading a gltf. The model is able to load successfully but all the textures and materials (already embedded in the .gltf) are completely black. When I view it in the gltfviewer, all the textures and materials show up correctly. I'm new to three.js so if anyone can walk me through using the GLTF loader, I would greatly appreciate it!!







three.js






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share|improve this question




share|improve this question










asked Nov 16 '18 at 19:40









AymaAyma

445




445













  • Do you have any light source in the scene?

    – prisoner849
    Nov 16 '18 at 20:58











  • I believe so. If I add a phong material and set color to white, the black changes to white.

    – Ayma
    Nov 16 '18 at 21:04











  • What kind of lights? Can you share the model or a demo? Note that metallic materials may require an environment map. In the gltf viewer (gltf-viewer.donmccurdy.com) you can adjust direct and ambient light to see the effect.

    – Don McCurdy
    Nov 16 '18 at 22:05











  • thanks for replying. How do I share the model? I have the gltf uploaded on github... Also, its a hemisphere light (I just copied the code off another post); the light should be working though? Since I can see the material when I add a phong material with a white color.

    – Ayma
    Nov 16 '18 at 22:14











  • A link to the GitHub project may be enough. Otherwise, Google Drive, Dropbox, Gist, or some other file link.

    – Don McCurdy
    Nov 17 '18 at 2:16





















  • Do you have any light source in the scene?

    – prisoner849
    Nov 16 '18 at 20:58











  • I believe so. If I add a phong material and set color to white, the black changes to white.

    – Ayma
    Nov 16 '18 at 21:04











  • What kind of lights? Can you share the model or a demo? Note that metallic materials may require an environment map. In the gltf viewer (gltf-viewer.donmccurdy.com) you can adjust direct and ambient light to see the effect.

    – Don McCurdy
    Nov 16 '18 at 22:05











  • thanks for replying. How do I share the model? I have the gltf uploaded on github... Also, its a hemisphere light (I just copied the code off another post); the light should be working though? Since I can see the material when I add a phong material with a white color.

    – Ayma
    Nov 16 '18 at 22:14











  • A link to the GitHub project may be enough. Otherwise, Google Drive, Dropbox, Gist, or some other file link.

    – Don McCurdy
    Nov 17 '18 at 2:16



















Do you have any light source in the scene?

– prisoner849
Nov 16 '18 at 20:58





Do you have any light source in the scene?

– prisoner849
Nov 16 '18 at 20:58













I believe so. If I add a phong material and set color to white, the black changes to white.

– Ayma
Nov 16 '18 at 21:04





I believe so. If I add a phong material and set color to white, the black changes to white.

– Ayma
Nov 16 '18 at 21:04













What kind of lights? Can you share the model or a demo? Note that metallic materials may require an environment map. In the gltf viewer (gltf-viewer.donmccurdy.com) you can adjust direct and ambient light to see the effect.

– Don McCurdy
Nov 16 '18 at 22:05





What kind of lights? Can you share the model or a demo? Note that metallic materials may require an environment map. In the gltf viewer (gltf-viewer.donmccurdy.com) you can adjust direct and ambient light to see the effect.

– Don McCurdy
Nov 16 '18 at 22:05













thanks for replying. How do I share the model? I have the gltf uploaded on github... Also, its a hemisphere light (I just copied the code off another post); the light should be working though? Since I can see the material when I add a phong material with a white color.

– Ayma
Nov 16 '18 at 22:14





thanks for replying. How do I share the model? I have the gltf uploaded on github... Also, its a hemisphere light (I just copied the code off another post); the light should be working though? Since I can see the material when I add a phong material with a white color.

– Ayma
Nov 16 '18 at 22:14













A link to the GitHub project may be enough. Otherwise, Google Drive, Dropbox, Gist, or some other file link.

– Don McCurdy
Nov 17 '18 at 2:16







A link to the GitHub project may be enough. Otherwise, Google Drive, Dropbox, Gist, or some other file link.

– Don McCurdy
Nov 17 '18 at 2:16














1 Answer
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This issue is essentially the same as How to use AmbientLight in combination with MeshStandardMaterial? — your model has a 100% metallic material, and pure metals do not reflect diffuse (ambient and hemisphere) lights.



Ideally, always add an environment map to PBR models. Another solution is to add non-diffuse/direct lights, such as PointLight or DirectionalLight instances. If you are able to edit the model, reducing its metalness would also work.



For more details, see https://github.com/mrdoob/three.js/issues/9228.






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  • You're actually a life saver! I just changed the metallic factor in blender and now everything works. Thanks so much!!

    – Ayma
    Nov 17 '18 at 16:58












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1 Answer
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1 Answer
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active

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active

oldest

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active

oldest

votes









1














This issue is essentially the same as How to use AmbientLight in combination with MeshStandardMaterial? — your model has a 100% metallic material, and pure metals do not reflect diffuse (ambient and hemisphere) lights.



Ideally, always add an environment map to PBR models. Another solution is to add non-diffuse/direct lights, such as PointLight or DirectionalLight instances. If you are able to edit the model, reducing its metalness would also work.



For more details, see https://github.com/mrdoob/three.js/issues/9228.






share|improve this answer
























  • You're actually a life saver! I just changed the metallic factor in blender and now everything works. Thanks so much!!

    – Ayma
    Nov 17 '18 at 16:58
















1














This issue is essentially the same as How to use AmbientLight in combination with MeshStandardMaterial? — your model has a 100% metallic material, and pure metals do not reflect diffuse (ambient and hemisphere) lights.



Ideally, always add an environment map to PBR models. Another solution is to add non-diffuse/direct lights, such as PointLight or DirectionalLight instances. If you are able to edit the model, reducing its metalness would also work.



For more details, see https://github.com/mrdoob/three.js/issues/9228.






share|improve this answer
























  • You're actually a life saver! I just changed the metallic factor in blender and now everything works. Thanks so much!!

    – Ayma
    Nov 17 '18 at 16:58














1












1








1







This issue is essentially the same as How to use AmbientLight in combination with MeshStandardMaterial? — your model has a 100% metallic material, and pure metals do not reflect diffuse (ambient and hemisphere) lights.



Ideally, always add an environment map to PBR models. Another solution is to add non-diffuse/direct lights, such as PointLight or DirectionalLight instances. If you are able to edit the model, reducing its metalness would also work.



For more details, see https://github.com/mrdoob/three.js/issues/9228.






share|improve this answer













This issue is essentially the same as How to use AmbientLight in combination with MeshStandardMaterial? — your model has a 100% metallic material, and pure metals do not reflect diffuse (ambient and hemisphere) lights.



Ideally, always add an environment map to PBR models. Another solution is to add non-diffuse/direct lights, such as PointLight or DirectionalLight instances. If you are able to edit the model, reducing its metalness would also work.



For more details, see https://github.com/mrdoob/three.js/issues/9228.







share|improve this answer












share|improve this answer



share|improve this answer










answered Nov 17 '18 at 7:48









Don McCurdyDon McCurdy

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  • You're actually a life saver! I just changed the metallic factor in blender and now everything works. Thanks so much!!

    – Ayma
    Nov 17 '18 at 16:58



















  • You're actually a life saver! I just changed the metallic factor in blender and now everything works. Thanks so much!!

    – Ayma
    Nov 17 '18 at 16:58

















You're actually a life saver! I just changed the metallic factor in blender and now everything works. Thanks so much!!

– Ayma
Nov 17 '18 at 16:58





You're actually a life saver! I just changed the metallic factor in blender and now everything works. Thanks so much!!

– Ayma
Nov 17 '18 at 16:58




















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