Title: Three.js Backgrounds and Skyboxes Description: How to add a background in THREE.js TOC: Add a Background or Skybox Most of the articles here use a solid color for a background. Adding as static background can be as simple as setting some CSS. Taking an example from [the article on making THREE.js responsive](threejs-responsive.html) we only need to change 2 things. We need to add some CSS to our canvas to set its background to an image ```html ``` and we need to tell the `WebGLRenderer` to use `alpha` so places we are not drawing anything are transparent. ```js function main() { const canvas = document.querySelector('#c'); - const renderer = new THREE.WebGLRenderer({canvas}); + const renderer = new THREE.WebGLRenderer({ + canvas, + alpha: true, + }); ``` And we get a background. {{{example url="../threejs-background-css.html" }}} If we want the background to be able to be affected by [post processing effects](threejs-post-processing.html) then we need to draw the background using THREE.js. THREE.js makes this some what simple. We can just set the background of the scene to a texture. ```js const loader = new THREE.TextureLoader(); const bgTexture = loader.load('resources/images/daikanyama.jpg'); scene.background = bgTexture; ``` which gives us {{{example url="../threejs-background-scene-background.html" }}} This gets us a background image but its stretched to fit the screen. We can solve this issue by setting the `repeat` and `offset` properties of the texture to show only a portion of image. ```js function render(time) { ... + // Set the repeat and offset properties of the background texture + // to keep the image's aspect correct. + // Note the image may not have loaded yet. + const canvasAspect = canvas.clientWidth / canvas.clientHeight; + const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1; + const aspect = imageAspect / canvasAspect; + + bgTexture.offset.x = aspect > 1 ? (1 - 1 / aspect) / 2 : 0; + bgTexture.repeat.x = aspect > 1 ? 1 / aspect : 1; + + bgTexture.offset.y = aspect > 1 ? 0 : (1 - aspect) / 2; + bgTexture.repeat.y = aspect > 1 ? 1 : aspect; ... renderer.render(scene, camera); requestAnimationFrame(render); } ``` and now THREE.js drawing the background. There is no visible difference from the CSS version at the top but now if we used a [post processing effect](threejs-post-processing.html) the background would be affected too. {{{example url="../threejs-background-scene-background-fixed-aspect.html" }}} Of course a static background is not usually what we want in a 3D scene. Instead we usually want some kind of *skybox*. A skybox is just that, box with the sky draw on it. We put the camera inside the box and it looks like there is a sky in the background. The most common way to implement a skybox is to make a cube, apply a texture to it, draw it from the inside. On each side of the cube put a texture (using texture coordinates) that looks like some image of the horizon. It's also often common to use a sky sphere or a sky dome with a texture drawn on it. You can probably figure that one out on your own. Just make a cube or sphere, [apply a texture](threejs-textures.html), mark it as `THREE.BackSide` so we render the inside instead of the outside, and either put it in your scene directly or like above, or, make 2 scenes, a special one to draw the skybox/sphere/dome and the normal one to draw everything else. You'd use your normal `PerspectiveCamera` to draw. No need for the `OrthographicCamera`. Another solution is to use a *Cubemap*. A Cubemap is a special kind of texture that has 6 sides, the sides of a cube. Instead of using standard texture coordinates it uses a direction from the center pointing outward to decide where to get a color. Here are the 6 images of a cubemap from the computer history museum in Mountain View, California.
To use them we use `CubeTextureLoader` to load them and then use that as a the scene's background. ```js { const loader = new THREE.CubeTextureLoader(); const texture = loader.load([ 'resources/images/cubemaps/computer-history-museum/pos-x.jpg', 'resources/images/cubemaps/computer-history-museum/neg-x.jpg', 'resources/images/cubemaps/computer-history-museum/pos-y.jpg', 'resources/images/cubemaps/computer-history-museum/neg-y.jpg', 'resources/images/cubemaps/computer-history-museum/pos-z.jpg', 'resources/images/cubemaps/computer-history-museum/neg-z.jpg', ]); scene.background = texture; } ``` At render time we don't need to adjust the texture like we did above ```js function render(time) { ... - // Set the repeat and offset properties of the background texture - // to keep the image's aspect correct. - // Note the image may not have loaded yet. - const canvasAspect = canvas.clientWidth / canvas.clientHeight; - const imageAspect = bgTexture.image ? bgTexture.image.width / bgTexture.image.height : 1; - const aspect = imageAspect / canvasAspect; - - bgTexture.offset.x = aspect > 1 ? (1 - 1 / aspect) / 2 : 0; - bgTexture.repeat.x = aspect > 1 ? 1 / aspect : 1; - - bgTexture.offset.y = aspect > 1 ? 0 : (1 - aspect) / 2; - bgTexture.repeat.y = aspect > 1 ? 1 : aspect; ... renderer.render(scene, camera); requestAnimationFrame(render); } ``` Let's add some controls in so we can rotate the camera. ```js import {OrbitControls} from './resources/threejs/r132/examples/jsm/controls/OrbitControls.js'; ``` ```js const fov = 75; const aspect = 2; // the canvas default const near = 0.1; -const far = 5; +const far = 100; const camera = new THREE.PerspectiveCamera(fov, aspect, near, far); -camera.position.z = 2; +camera.position.z = 3; +const controls = new OrbitControls(camera, canvas); +controls.target.set(0, 0, 0); +controls.update(); ``` and try it out. Drag on the example to rotate the camera and see the cubemap surrounds us. {{{example url="../threejs-background-cubemap.html" }}} Another option is to use an Equirectangular map. This is the kind of picture a [360 camera](https://google.com/search?q=360+camera) takes. [Here's one](https://hdrihaven.com/hdri/?h=tears_of_steel_bridge) I found from [this site](https://hdrihaven.com).
It's not much different. First we load the equirectangular image as a texture and then, in the callback after it has loaded, we can call `WebGLCubeRenderTarget.fromEquirectangularTexture` which will generate a cubemap from the equirectangular texture for us. We pass in the size we want the cubemap to be to `WebGLCubeRenderTarget`. Passing in the height of the equirectangular image seems like a good bet. ```js { - const loader = new THREE.CubeTextureLoader(); - const texture = loader.load([ - 'resources/images/cubemaps/computer-history-museum/pos-x.jpg', - 'resources/images/cubemaps/computer-history-museum/neg-x.jpg', - 'resources/images/cubemaps/computer-history-museum/pos-y.jpg', - 'resources/images/cubemaps/computer-history-museum/neg-y.jpg', - 'resources/images/cubemaps/computer-history-museum/pos-z.jpg', - 'resources/images/cubemaps/computer-history-museum/neg-z.jpg', - ]); - scene.background = texture; + const loader = new THREE.TextureLoader(); + const texture = loader.load( + 'resources/images/equirectangularmaps/tears_of_steel_bridge_2k.jpg', + () => { + const rt = new THREE.WebGLCubeRenderTarget(texture.image.height); + rt.fromEquirectangularTexture(renderer, texture); + scene.background = rt.texture; + }); } ``` And that's all there is to it. {{{example url="../threejs-background-equirectangularmap.html" }}} Rather than do it at load time you can also convert an equirectangular image to a cubemap beforehand. [Here's a site that will do it for you](https://matheowis.github.io/HDRI-to-CubeMap/).