Leveraging the power of WebRTC and ThreeJS to craft a visually stunning brushed metal texture

I am experimenting with applying a real-time camera feed onto a rotating cube using

THREE.ImageUtils.loadTextureCube()
.

So far, I have successfully applied a basic texture from my video to a MeshLambertMaterial:

var geometry = new THREE.CubeGeometry(100, 100, 100, 10, 10, 10);
videoTexture = new THREE.Texture( Video ); // "Video" is my <video> element
var material = new THREE.MeshLambertMaterial({ map: videoTexture });
Cube = new THREE.Mesh(geometry, material);
Scene.add( Cube );

You can view the result at

Now, I want to use this video stream to create a brushed metal texture. However, when attempting to create a different type of material, I encountered an error:

var videoSource = decodeURIComponent(Video.src);
var environment = THREE.ImageUtils.loadTextureCube([videoSource, // left
                                                    videoSource, // right
                                                    videoSource, // top
                                                    videoSource, // bottom
                                                    videoSource, // front
                                                    videoSource]); // back
var material = new THREE.MeshPhongMaterial({ envMap: environment });

The error received was:

blob:http://localhost/dad58cd1-1557-41dd-beed-dbfea4c340db 404 (Not Found) 

It appears that loadTextureCube() expects image parameters but does not accept videoSources.

As a beginner in Three.js, I am wondering if there is a workaround for this issue?

Thank you, jmpp

Answer №1

If you're looking to enhance the appearance of an image, there are a couple of approaches you can take. The first method involves adding specular highlights and shininess by adjusting the material in your code from MeshLambertMaterial to MeshPhongMaterial:

var material = new THREE.MeshPhongMaterial({ 
         map: texture , 
         ambient: 0x030303, 
         specular: 0xffffff, 
         shininess: 90
});

You can then experiment with different values for ambient, specular, and shininess to achieve the desired effect.

The second option is to directly manipulate the pixels of the video image using a canvas before applying it as a texture. This process can also be achieved through custom shaders or libraries that handle image filtering. Here's an example using a canvas:

var ctx = document.getElementById('testCanvas').getContext('2d');
texture = new THREE.Texture();

// during rendering loop
ctx.drawImage(Video,0,0);
var img = ctx.getImageData(0,0,c.width,c.height);
// perform pixel manipulation on the img.data array
// then assign the modified image back to the texture
texture.image = img;

texture.needsUpdate = true;

New Approach!

An alternative method involves using the video as an envMap but requires resizing it to a power of 2 with equal width and height. By cropping the video stream and applying it as an envMap, you can achieve a similar effect without extensive manipulations. Here's how you can implement this:

// Accessing camera part
 var canvas = document.createElement('canvas')
     canvas.width = 512;
     canvas.height = 512;
 ctx = canvas.getContext('2d');   

 // During render loop 
 ctx.drawImage(Video,0,0, 512, 512);
 img = ctx.getImageData(0,0,512,512);

// When using an envMap, provide an array of images instead of just one
 cubeVideo.image = [img,img,img,img,img,img];
 if (Video.readyState === Video.HAVE_ENOUGH_DATA)
     cubeVideo.needsUpdate = true;

Answer №2

Give this a shot:

let sceneBackground = new THREE.Texture( [ Video, Video, Video, Video, Video, Video ] );
let shinyMaterial = new THREE.MeshPhongMaterial({ envMap: sceneBackground });

// make sure to call this in your animation loop
sceneBackground.needsUpdate = true;

Answer №3

Finally, after some tinkering, I was able to achieve a dazzling shine effect on the cube using a Phong material :

videoTexture = new THREE.Texture( Video );
var material = new THREE.MeshPhongMaterial({
    map: videoTexture,
    ambient: 0x030303,
    specular: 0xc0c0c0,
    shininess: 25
});

The result is quite impressive.

However, it appears that using

THREE.Texture([Video,Video,Video,Video,Video,Video]);
as an envMap doesn't work as expected. The cube remains black despite my efforts.

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