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	<id>https://wiki.stephanschlegel.de/index.php?action=history&amp;feed=atom&amp;title=Three.js_-_Environment_Map_%28Panorama%29</id>
	<title>Three.js - Environment Map (Panorama) - Versionsgeschichte</title>
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	<updated>2026-05-06T23:44:48Z</updated>
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		<id>https://wiki.stephanschlegel.de/index.php?title=Three.js_-_Environment_Map_(Panorama)&amp;diff=25708&amp;oldid=prev</id>
		<title>134.3.241.3 am 31. Dezember 2021 um 08:56 Uhr</title>
		<link rel="alternate" type="text/html" href="https://wiki.stephanschlegel.de/index.php?title=Three.js_-_Environment_Map_(Panorama)&amp;diff=25708&amp;oldid=prev"/>
		<updated>2021-12-31T08:56:54Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left diff-editfont-monospace&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;de&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Version vom 31. Dezember 2021, 08:56 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Zeile 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  [[ThreeJS - Snippets]]&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  [[ThreeJS - Snippets]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The environment map is like an image of what&lt;/del&gt;&amp;#039;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;s surrounding the scene&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;You can use it to add reflection or refraction to your objects&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It can also be used as lighting information&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;== CubeTexture ==&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Die Environment Map funktioniert wie ein Bild, das die komplette Szene umspannt. Oft nutzt man dazu eine &amp;#039;&amp;#039;&amp;#039;CubeTexture&amp;#039;&amp;#039;&lt;/ins&gt;&amp;#039;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Im Prinzip erzeugt man einen Würfel der die Szene umgibt und mit einer passenden Cubemap &amp;quot;bespannt&amp;quot; ist&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt; &lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Die Environment Map kann man auch als &amp;quot;Lichtinformation&amp;quot; direkt auf Materialen als envMap einsetzen. So kann man auf recht einfache Weise &amp;#039;&amp;#039;&amp;#039;Reflexionen oder Lichtbrechung&amp;#039;&amp;#039;&amp;#039; eines Objekts generieren&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You can use it with many of the materials we saw.&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;You can use it with many of the materials we saw.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l17&quot; &gt;Zeile 17:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 20:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;])&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;])&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;const material = new THREE.MeshStandardMaterial()&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;const material = new THREE.MeshStandardMaterial()&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt;−&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;material.envMap = environmentMapTexture&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt;+&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;material.envMap = environmentMapTexture &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;// &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;material.metalness = 0.7&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;material.metalness = 0.7&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;material.roughness = 0.2&lt;/div&gt;&lt;/td&gt;&lt;td class=&#039;diff-marker&#039;&gt; &lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;material.roughness = 0.2&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>134.3.241.3</name></author>
	</entry>
	<entry>
		<id>https://wiki.stephanschlegel.de/index.php?title=Three.js_-_Environment_Map_(Panorama)&amp;diff=25707&amp;oldid=prev</id>
		<title>134.3.241.3: Die Seite wurde neu angelegt: „ ThreeJS - Snippets The environment map is like an image of what&#039;s surrounding the scene. You can use it to add reflection or refraction to your objects. I…“</title>
		<link rel="alternate" type="text/html" href="https://wiki.stephanschlegel.de/index.php?title=Three.js_-_Environment_Map_(Panorama)&amp;diff=25707&amp;oldid=prev"/>
		<updated>2021-12-31T08:47:23Z</updated>

		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „ &lt;a href=&quot;/index.php?title=ThreeJS_-_Snippets&quot; title=&quot;ThreeJS - Snippets&quot;&gt;ThreeJS - Snippets&lt;/a&gt; The environment map is like an image of what&amp;#039;s surrounding the scene. You can use it to add reflection or refraction to your objects. I…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt; [[ThreeJS - Snippets]]&lt;br /&gt;
The environment map is like an image of what&amp;#039;s surrounding the scene. You can use it to add reflection or refraction to your objects. It can also be used as lighting information.&lt;br /&gt;
&lt;br /&gt;
You can use it with many of the materials we saw.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
// ENVIRONMENTAL MAP&lt;br /&gt;
const cubeTextureLoader = new THREE.CubeTextureLoader()&lt;br /&gt;
&lt;br /&gt;
// load cube-images in the right order...&lt;br /&gt;
const environmentMapTexture = cubeTextureLoader.load([&lt;br /&gt;
    &amp;#039;/textures/environmentMaps/4/px.png&amp;#039;,&lt;br /&gt;
    &amp;#039;/textures/environmentMaps/4/nx.png&amp;#039;,&lt;br /&gt;
    &amp;#039;/textures/environmentMaps/4/py.png&amp;#039;,&lt;br /&gt;
    &amp;#039;/textures/environmentMaps/4/ny.png&amp;#039;,&lt;br /&gt;
    &amp;#039;/textures/environmentMaps/4/pz.png&amp;#039;,&lt;br /&gt;
    &amp;#039;/textures/environmentMaps/4/nz.png&amp;#039;,&lt;br /&gt;
])&lt;br /&gt;
const material = new THREE.MeshStandardMaterial()&lt;br /&gt;
material.envMap = environmentMapTexture&lt;br /&gt;
material.metalness = 0.7&lt;br /&gt;
material.roughness = 0.2&lt;br /&gt;
&lt;br /&gt;
gui.add(material, &amp;#039;metalness&amp;#039;).min(0).max(1).step(0.0001)&lt;br /&gt;
gui.add(material, &amp;#039;roughness&amp;#039;).min(0).max(1).step(0.0001)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cubemap erzeugen ====&lt;br /&gt;
Environment Maps gibt es in unterschiedlichen Formaten. Z.b. hier als HDRI:&lt;br /&gt;
 https://polyhaven.com/&lt;br /&gt;
Es gibt Tools um diese in Cubemaps umzuwandeln:&lt;br /&gt;
 https://matheowis.github.io/HDRI-to-CubeMap/&lt;/div&gt;</summary>
		<author><name>134.3.241.3</name></author>
	</entry>
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