Comments (3)
Hi.
Thanks for the great npm package. I use these codes in my work and they are very helpful.
I have looked into this color issue in detail and found the problem and will share the information.
It appears to be a color space issue, and applying an inverse gamma correction to correct the difference in color space between MagicaVoxel and THREE.js works fine.
let normalizedColors = componentizedColores.map((color) => color.map((c) => c / this.MAX_VALUE_OF_A_BYTE));
for (let i = 0; i < normalizedColors.length; i++) {
let r = normalizedColors[i][0];
let g = normalizedColors[i][1];
let b = normalizedColors[i][2];
// Inverse gamma correction
r = Math.pow(r, 2.2);
g = Math.pow(g, 2.2);
b = Math.pow(b, 2.2);
normalizedColors[i][0] = r;
normalizedColors[i][1] = g;
normalizedColors[i][2] = b;
}
let alignedColors = [[0, 0, 0], ...normalizedColors];
let flattenedColors = flatten(voxelValues.map((v) => alignedColors[v]));
To make the problem easier to understand, I rendered the image using MeshBasicMaterial and it looks like this
This was the solution to the problem.
https://blenderartists.org/t/vertex-color-exported-by-gltf-glb-is-darker/1199970/4
from vox-viewer.
Awesome! It works! Thank you very much!
from vox-viewer.
most probable the error lays in this lines
let vox = readVox(new Uint8Array(request.response));
let voxelData = vox.xyzi.values;
let size = vox.size;
let rgba = vox.rgba.values;
let componentizedColores = rgba.map((c) => [c.r, c.g, c.b])
let voxels = zeros([size.x, size.y, size.z]);
voxelData.forEach(({ x, y, z, i }) => voxels.set(x, y, z, i));
voxels = voxels.transpose(1, 2, 0);
let { vertices, normals, indices, voxelValues } = voxelTriangulation(voxels);
let normalizedColors = componentizedColores.map((color) => color.map((c) => c / 2**8));
let alignedColors = [ [0, 0, 0], ...normalizedColors ];
let flattenedColors = flatten(voxelValues.map((v) => alignedColors[v]));
let geometry = new BufferGeometry();
geometry.setAttribute('position', new BufferAttribute(new Float32Array(vertices), 3));
geometry.setAttribute('normal', new BufferAttribute(new Float32Array(normals), 3));
geometry.setAttribute('color', new BufferAttribute(new Float32Array(flattenedColors), 3) );
geometry.setIndex(new BufferAttribute(new Uint32Array(indices), 1));
let material = new MeshStandardMaterial({ roughness: 1.0, metalness: 0.0 });
let mesh = new Mesh(geometry, material);
let exporter = new GLTFExporter();
from vox-viewer.
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from vox-viewer.