Three.js - Imported OBJ cannot receive shadows when material is applied











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I've imported an obj with this load function:



    // called when resource is loaded
function ( object ) {

// For any meshes in the model, add our material.
object.traverse( function ( node ) {

if ( node instanceof THREE.Mesh ){
//node.material = material;
//node.geometry.computeVertexNormals();
node.castShadow = true;
node.receiveShadow = true;
}
} );


object.scale.set(0.5,0.5,0.5);
scene.add( object );
parts[partName] = object;

}


The object loads fine and has shadows from the spotlights in the scene. The issue is that when I apply a material to the mesh(hence why that is commented out in the above code) the model no longer receives shadow.



The materials are applied node by node and the materials are mapped jpg's like this.



if ( node.isMesh ) node.material = material;

new THREE.MeshBasicMaterial( { map: new THREE.TextureLoader().load( 'materials/orange.jpg' ), shininess: 50, shading: THREE.SmoothShading }),


Thanks for any help, Ed.










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    up vote
    0
    down vote

    favorite












    I've imported an obj with this load function:



        // called when resource is loaded
    function ( object ) {

    // For any meshes in the model, add our material.
    object.traverse( function ( node ) {

    if ( node instanceof THREE.Mesh ){
    //node.material = material;
    //node.geometry.computeVertexNormals();
    node.castShadow = true;
    node.receiveShadow = true;
    }
    } );


    object.scale.set(0.5,0.5,0.5);
    scene.add( object );
    parts[partName] = object;

    }


    The object loads fine and has shadows from the spotlights in the scene. The issue is that when I apply a material to the mesh(hence why that is commented out in the above code) the model no longer receives shadow.



    The materials are applied node by node and the materials are mapped jpg's like this.



    if ( node.isMesh ) node.material = material;

    new THREE.MeshBasicMaterial( { map: new THREE.TextureLoader().load( 'materials/orange.jpg' ), shininess: 50, shading: THREE.SmoothShading }),


    Thanks for any help, Ed.










    share|improve this question
























      up vote
      0
      down vote

      favorite









      up vote
      0
      down vote

      favorite











      I've imported an obj with this load function:



          // called when resource is loaded
      function ( object ) {

      // For any meshes in the model, add our material.
      object.traverse( function ( node ) {

      if ( node instanceof THREE.Mesh ){
      //node.material = material;
      //node.geometry.computeVertexNormals();
      node.castShadow = true;
      node.receiveShadow = true;
      }
      } );


      object.scale.set(0.5,0.5,0.5);
      scene.add( object );
      parts[partName] = object;

      }


      The object loads fine and has shadows from the spotlights in the scene. The issue is that when I apply a material to the mesh(hence why that is commented out in the above code) the model no longer receives shadow.



      The materials are applied node by node and the materials are mapped jpg's like this.



      if ( node.isMesh ) node.material = material;

      new THREE.MeshBasicMaterial( { map: new THREE.TextureLoader().load( 'materials/orange.jpg' ), shininess: 50, shading: THREE.SmoothShading }),


      Thanks for any help, Ed.










      share|improve this question













      I've imported an obj with this load function:



          // called when resource is loaded
      function ( object ) {

      // For any meshes in the model, add our material.
      object.traverse( function ( node ) {

      if ( node instanceof THREE.Mesh ){
      //node.material = material;
      //node.geometry.computeVertexNormals();
      node.castShadow = true;
      node.receiveShadow = true;
      }
      } );


      object.scale.set(0.5,0.5,0.5);
      scene.add( object );
      parts[partName] = object;

      }


      The object loads fine and has shadows from the spotlights in the scene. The issue is that when I apply a material to the mesh(hence why that is commented out in the above code) the model no longer receives shadow.



      The materials are applied node by node and the materials are mapped jpg's like this.



      if ( node.isMesh ) node.material = material;

      new THREE.MeshBasicMaterial( { map: new THREE.TextureLoader().load( 'materials/orange.jpg' ), shininess: 50, shading: THREE.SmoothShading }),


      Thanks for any help, Ed.







      javascript three.js 3d






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      asked Nov 7 at 11:13









      Edward Lynch

      737




      737
























          1 Answer
          1






          active

          oldest

          votes

















          up vote
          1
          down vote



          accepted










          Relised I was using



          MeshBasicMaterial


          Should use



          MeshLambertMaterial


          So the material can receive shadows.






          share|improve this answer





















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            1 Answer
            1






            active

            oldest

            votes








            1 Answer
            1






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes








            up vote
            1
            down vote



            accepted










            Relised I was using



            MeshBasicMaterial


            Should use



            MeshLambertMaterial


            So the material can receive shadows.






            share|improve this answer

























              up vote
              1
              down vote



              accepted










              Relised I was using



              MeshBasicMaterial


              Should use



              MeshLambertMaterial


              So the material can receive shadows.






              share|improve this answer























                up vote
                1
                down vote



                accepted







                up vote
                1
                down vote



                accepted






                Relised I was using



                MeshBasicMaterial


                Should use



                MeshLambertMaterial


                So the material can receive shadows.






                share|improve this answer












                Relised I was using



                MeshBasicMaterial


                Should use



                MeshLambertMaterial


                So the material can receive shadows.







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Nov 7 at 11:19









                Edward Lynch

                737




                737






























                     

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