What is the most effective method for applying numerous textures or images to a single Sphere in three.js?

Just like the title says, I'm attempting to create a similar setup to what's showcased on this website: I have the images handy, but I'm currently figuring out how to arrange them all onto a single sphere.

Appreciate any guidance you can offer!

Answer №1

To start, adjust the UV coordinates in the sphere to ensure each square region has the coordinates (0,0), (1,0), (0,1), and (1,1). When creating the mesh, use a MeshFaceMaterial for the material and include an array of the desired materials for the sphere. Then, assign the materialIndex field of each face in the mesh geometry to the appropriate index of the material array. For further insights, refer to: Three.js - multiple material plane

UPDATE: Below is a snippet of code

var v00 = new THREE.Vector2(0,0);
var v01 = new THREE.Vector2(0,1);
var v10 = new THREE.Vector2(1,0);
var v11 = new THREE.Vector2(1,1);

var m1 = new THREE.MeshBasicMaterial( {map:  new THREE.ImageUtils.loadTexture('images/background.jpg') } );
var m2 = new THREE.MeshBasicMaterial( { map:  new THREE.ImageUtils.loadTexture('images/special-square.png') } );
var m  = new THREE.MeshFaceMaterial( [m1, m2] );

var g = new THREE.SphereGeometry( 60, 6, 5 );
g.faces[6].materialIndex = 1;
g.faces[7].materialIndex = 1;
g.faceVertexUvs[0][6] = [ v11.clone(), v01.clone(), v10.clone() ] ;
g.faceVertexUvs[0][7] = [ v01.clone(), v00.clone(), v10.clone() ] ;

mesh = new THREE.Mesh( g, m );
scene.add(mesh);

An issue with this code is the potential trapezoid shape of the image and distortion near the diagonals. Another option could be creating PlaneGeometry objects around a spherical region for a better visual outcome. For this, refer to the example source code at:

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