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Is there a way to place a decal inside a specific section of a tube geometry, particularly on the backface?

The current approach involves using TubeGeometry as the decal geometry.

Displayed below is the current setup: https://i.sstatic.net/5BVUE.jpg

Aspired outcome: https://i.sstatic.net/crkjx.jpg (rough illustration)

Code snippet example:

//code
var tube = new THREE.TubeGeometry(pipelineSpline, 200, 20, 20, closed2);

tubeMesh = THREE.SceneUtils.createMultiMaterialObject(
       geometry, [
            material,       // a phong material
            materialInside // a material for the inside               
       ]);

scene.add(tubeMesh); 

var decalGeometry = new THREE.DecalGeometry(
      tubeMesh.children[0], 
      new THREE.Vector3(0,0,0),      //position
      new THREE.Vector3(0,1,0),      //direction
      new THREE.Vector3(10,10,10),   //dimensions
      new THREE.Vector3(0,0,0)       //check
    );

The issue at hand is that the current method applies the decal across the entire path of the tube's backside geometry. The goal is to restrict it to specific key positions along only one part of the Tube's BackSide.

Seeking advice on how to localize a decal within a TubeGeometry using THREE.DecalGeometry. Is this feasible?

Answer №1

To achieve this effect, it is necessary to utilize a ShaderMaterial in conjunction with defining the positioning and opacity regulations within the shader code. This involves setting up the necessary uniform variables (such as the new texture) and parameter values (for example, UV coordinates) that will be provided to the shader by THREE.js.

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