Pontiacks
Pontiacks

Reputation: 1158

Update normals of animated skinned mesh in three.js?

I have a simple animated model, animated throught skinning, and I am giving it a ShaderMaterial which displays its normals:

gl_FragColor = vec4(vNormal, 1.0);

https://codepen.io/marco_fugaro/pen/ZEEBjKz?editors=0010

The problem is the normals aren't updated with the skinning of the model, and they always stay the same from the object's non animated position (see VertexNormalsHelper).

How do I get the normals to update, or how do i get the animated vertices' normals?

model.geometry.computeVertexNormals() doesn't work

model

Upvotes: 0

Views: 713

Answers (1)

Pontiacks
Pontiacks

Reputation: 1158

I ended up monkeyPatching the MeshNormalMaterial vertex shader, and removing the logic that the normals are relative to the camera, here is the final code:

import * as THREE from 'three'
import normalVert from 'three/src/renderers/shaders/ShaderLib/normal_vert.glsl'

// like MeshNormalMaterial, but the normals are relative to world not camera
const normalMaterialGlobalvert = normalVert.replace(
  '#include <defaultnormal_vertex>',
  THREE.ShaderChunk['defaultnormal_vertex'].replace(
    'transformedNormal = normalMatrix * transformedNormal;',
    // take into consideration only the model matrix
    'transformedNormal =  mat3(modelMatrix) * transformedNormal;'
  )
)

And then use it like:

mesh.material = new THREE.ShaderMaterial({
  vertexShader: normalMaterialGlobalvert,
  fragmentShader: `
    varying vec3 vNormal;

    void main() {
      gl_FragColor = vec4(vNormal, 1.0);
    }
  `,
})

Thanks gman for pointing me in the right direction!

Upvotes: 0

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