Upgrade to premium studio-quality 3D rendering
Material Upgrades:
- Glass: MeshPhysicalMaterial with transmission=1, thickness=2, clearcoat
- Color: Subtle blue tint (#eef6fc)
- Settings: roughness=0, envMapIntensity=1 for realistic transparency
- Steel: MeshStandardMaterial with metalness=0.9, roughness=0.2
- Satin finish, not matte
- Color: Deep charcoal (#1a1a1a)
- Walls: Clean off-white plaster (#fafafa, roughness=1)
Geometry Refinements:
- Slim steel profiles: 3cm (was 8cm) for modern industrial look
- Frame depth: 5cm for proper dimensionality
- Handles: Refined proportions, higher poly sphere (32 segments)
- Glass thickness: 1.5cm (realistic heavy glass)
- Dividers: Positioned slightly forward (z=0.01) flush with glass
Architecture Improvements:
- Proper doorway with reveal (15cm thick wall)
- Fitted pillars (left/right) and lintel (top)
- Door sits INSIDE the reveal for depth and shadows
- Clean white floor as shadow catcher
Premium Lighting:
- Environment preset="studio" for realistic reflections on steel
- ContactShadows for "anti-gravity" floating effect
- Key light (5,10,8) with 4K shadow maps
- Rim light for separation
- Fill light for softness
- Tone mapping exposure: 1.3
Camera Refinements:
- FOV: 45° (was 50°) for less distortion
- Position: (0, 1.6, 4.5) - better viewing angle
- Limited azimuth rotation (±30°) for controlled perspective
- Min polar: PI/3.5 (was PI/4) for better elevation
Result: Cold metallic steel + heavy transparent glass + studio lighting
= Premium "Anti-Gravity" photorealistic look
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
This commit is contained in:
@@ -1,53 +1,75 @@
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"use client";
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import { Canvas } from "@react-three/fiber";
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import { OrbitControls, PerspectiveCamera, Environment } from "@react-three/drei";
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import { OrbitControls, PerspectiveCamera, Environment, ContactShadows } from "@react-three/drei";
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import { Door3D } from "./door-3d";
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import * as THREE from "three";
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function Room() {
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const wallThickness = 0.15;
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const doorWidth = 1.3;
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const doorHeight = 2.5;
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return (
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<group>
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{/* Floor */}
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{/* Floor - Clean shadow catcher */}
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<mesh
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rotation={[-Math.PI / 2, 0, 0]}
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position={[0, 0, 0]}
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receiveShadow
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>
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<planeGeometry args={[10, 10]} />
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<meshStandardMaterial color="#8B7355" roughness={0.8} />
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<planeGeometry args={[15, 15]} />
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<meshStandardMaterial color="#f5f5f5" roughness={0.9} metalness={0} />
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</mesh>
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{/* Back Wall with Doorway */}
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<group position={[0, 2.5, -1]}>
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{/* Left wall section */}
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<mesh position={[-3, 0, 0]} receiveShadow castShadow>
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<boxGeometry args={[4, 5, 0.2]} />
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<meshStandardMaterial color="#E5E5E5" roughness={0.9} />
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{/* Proper Doorway with Reveal */}
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<group position={[0, 0, -wallThickness / 2]}>
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{/* Left Pillar */}
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<mesh position={[-(doorWidth / 2 + wallThickness / 2), doorHeight / 2, 0]} receiveShadow castShadow>
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<boxGeometry args={[wallThickness, doorHeight + wallThickness, wallThickness]} />
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<meshStandardMaterial color="#fafafa" roughness={1} />
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</mesh>
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{/* Right wall section */}
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<mesh position={[3, 0, 0]} receiveShadow castShadow>
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<boxGeometry args={[4, 5, 0.2]} />
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<meshStandardMaterial color="#E5E5E5" roughness={0.9} />
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{/* Right Pillar */}
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<mesh position={[doorWidth / 2 + wallThickness / 2, doorHeight / 2, 0]} receiveShadow castShadow>
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<boxGeometry args={[wallThickness, doorHeight + wallThickness, wallThickness]} />
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<meshStandardMaterial color="#fafafa" roughness={1} />
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</mesh>
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{/* Top wall section (above door) */}
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<mesh position={[0, 1.8, 0]} receiveShadow castShadow>
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<boxGeometry args={[2, 1.4, 0.2]} />
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<meshStandardMaterial color="#E5E5E5" roughness={0.9} />
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{/* Top Lintel */}
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<mesh position={[0, doorHeight + wallThickness / 2, 0]} receiveShadow castShadow>
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<boxGeometry args={[doorWidth + wallThickness * 2, wallThickness, wallThickness]} />
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<meshStandardMaterial color="#fafafa" roughness={1} />
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</mesh>
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{/* Main Wall - Left Section */}
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<mesh position={[-doorWidth - wallThickness * 2, 2.5, 0]} receiveShadow castShadow>
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<boxGeometry args={[6, 5, wallThickness]} />
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<meshStandardMaterial color="#fafafa" roughness={1} />
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</mesh>
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{/* Main Wall - Right Section */}
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<mesh position={[doorWidth + wallThickness * 2, 2.5, 0]} receiveShadow castShadow>
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<boxGeometry args={[6, 5, wallThickness]} />
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<meshStandardMaterial color="#fafafa" roughness={1} />
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</mesh>
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{/* Main Wall - Top Section */}
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<mesh position={[0, doorHeight + wallThickness + 1.25, 0]} receiveShadow castShadow>
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<boxGeometry args={[doorWidth + wallThickness * 2, 2.5, wallThickness]} />
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<meshStandardMaterial color="#fafafa" roughness={1} />
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</mesh>
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</group>
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{/* Side Walls */}
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<mesh position={[-5, 2.5, 3]} receiveShadow castShadow>
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<boxGeometry args={[0.2, 5, 8]} />
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<meshStandardMaterial color="#F0F0F0" roughness={0.9} />
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{/* Side Walls for depth */}
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<mesh position={[-7, 2.5, 2]} receiveShadow castShadow>
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<boxGeometry args={[0.15, 5, 10]} />
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<meshStandardMaterial color="#fcfcfc" roughness={1} />
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</mesh>
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<mesh position={[5, 2.5, 3]} receiveShadow castShadow>
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<boxGeometry args={[0.2, 5, 8]} />
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<meshStandardMaterial color="#F0F0F0" roughness={0.9} />
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<mesh position={[7, 2.5, 2]} receiveShadow castShadow>
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<boxGeometry args={[0.15, 5, 10]} />
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<meshStandardMaterial color="#fcfcfc" roughness={1} />
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</mesh>
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</group>
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);
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@@ -56,34 +78,29 @@ function Room() {
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function Lighting() {
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return (
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<>
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{/* Ambient light for overall illumination */}
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<ambientLight intensity={0.4} />
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{/* Soft ambient light */}
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<ambientLight intensity={0.5} />
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{/* Main directional light (sun) with shadows */}
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{/* Key light - main illumination */}
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<directionalLight
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position={[5, 8, 5]}
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intensity={1.2}
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position={[5, 10, 8]}
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intensity={1.5}
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castShadow
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shadow-mapSize-width={2048}
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shadow-mapSize-height={2048}
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shadow-mapSize-width={4096}
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shadow-mapSize-height={4096}
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shadow-camera-far={50}
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shadow-camera-left={-10}
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shadow-camera-right={10}
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shadow-camera-top={10}
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shadow-camera-bottom={-10}
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shadow-bias={-0.0001}
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/>
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{/* Fill light from the side */}
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<directionalLight position={[-5, 5, 2]} intensity={0.3} />
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{/* Rim light for separation */}
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<directionalLight position={[-3, 3, -5]} intensity={0.6} />
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{/* Spot light for drama */}
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<spotLight
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position={[0, 5, 2]}
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angle={0.5}
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penumbra={0.5}
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intensity={0.5}
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castShadow
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/>
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{/* Fill light */}
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<directionalLight position={[0, 2, 5]} intensity={0.4} />
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</>
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);
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}
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@@ -95,29 +112,41 @@ export function Scene3D() {
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gl={{
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antialias: true,
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toneMapping: THREE.ACESFilmicToneMapping,
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toneMappingExposure: 1.2,
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toneMappingExposure: 1.3,
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outputColorSpace: THREE.SRGBColorSpace,
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}}
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style={{ background: "#f5f5f5" }}
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style={{ background: "#fafafa" }}
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>
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{/* Camera */}
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<PerspectiveCamera makeDefault position={[0, 1.5, 4]} fov={50} />
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<PerspectiveCamera makeDefault position={[0, 1.6, 4.5]} fov={45} />
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{/* Camera Controls - Limited rotation */}
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<OrbitControls
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enablePan={false}
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enableZoom={true}
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minDistance={3}
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maxDistance={6}
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minPolarAngle={Math.PI / 4}
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maxPolarAngle={Math.PI / 2}
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minDistance={3.5}
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maxDistance={7}
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minPolarAngle={Math.PI / 3.5}
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maxPolarAngle={Math.PI / 2.2}
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maxAzimuthAngle={Math.PI / 6}
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minAzimuthAngle={-Math.PI / 6}
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target={[0, 1.2, 0]}
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/>
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{/* Lighting */}
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{/* Premium Studio Lighting */}
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<Lighting />
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{/* Environment for reflections */}
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<Environment preset="apartment" />
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{/* Studio Environment for realistic reflections */}
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<Environment preset="studio" environmentIntensity={0.6} />
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{/* Contact Shadows for "Anti-Gravity" premium look */}
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<ContactShadows
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position={[0, 0.01, 0]}
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opacity={0.4}
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scale={15}
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blur={2}
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far={3}
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/>
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{/* The Room */}
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<Room />
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