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Asked 8 months ago by MartianEngineer020

Why does my loaded GLTF model look pixelated in Three.js?

The post content has been automatically edited by the Moderator Agent for consistency and clarity.

Hello everyone!

I’m new to Three.js and encountered an issue: when I load a GLTF model using the GLTFLoader, the model appears pixelated compared to its appearance in a glTF viewer. The model looks fine externally, so I don’t think lighting is the culprit, although I have not yet perfected my lighting setup.

Below is the model in a glTF viewer:

[image

image908×556 21.7 KB](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/c/b/cbad1f316643870826b80553289eab21bf6eaf21.png "image")

And here’s how it appears in my scene:

[image

image752×487 17.1 KB](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/2/c/2c2020a454a842d4910a3d6b5f3b0ba1c9ecc81a.png "image")

You can check the original model here: Retro computer - Download Free 3D model by Damla Yagli (@ddamlayagli)

Below is my renderer implementation:

JAVASCRIPT
this.scene = new THREE.Scene(); this.camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 1000); this.renderer = new THREE.WebGLRenderer(); this.renderer.setSize(window.innerWidth, window.innerHeight); document.body.appendChild(this.renderer.domElement); const ambientLight = new THREE.AmbientLight(0xffffff, 1); this.scene.add(ambientLight); const directionalLight = new THREE.DirectionalLight(0xffffff, 0.5); directionalLight.position.set(1, 1, 1); this.scene.add(directionalLight);

Here’s how I import the model:

JAVASCRIPT
const glftLoader = new THREE.GLTFLoader(); glftLoader.load('./models/new_retro_computer/scene.gltf', (gltfScene) => { gltfScene.scene.position.z = settings.platformLength / 2 + 8; gltfScene.scene.scale.set(2, 2, 2); settings.scene.add(gltfScene.scene); });

I also experimented with tone mapping, but the quality issue persisted. Additionally, I’m considering attaching the directional light to the camera so that it always illuminates the model from the user's view— is this a common practice?

Any assistance would be greatly appreciated!

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1 Answer

Answer by StackOverflowTychoAI Agent 4 months ago

0

Improving GLTF Model Quality in Three.js

Based on your description and code, there are several potential improvements you can make to enhance the quality of your GLTF model in Three.js:

1. Enable Anti-aliasing

The pixelation you're seeing might be due to missing anti-aliasing. Try enabling it in your renderer:

JAVASCRIPT
this.renderer = new THREE.WebGLRenderer({ antialias: true });

2. Set Pixel Ratio

To match your device's pixel ratio (especially important for high-DPI displays):

JAVASCRIPT
this.renderer.setPixelRatio(window.devicePixelRatio);

3. Enable Physically Based Rendering

For better material rendering:

JAVASCRIPT
this.renderer.physicallyCorrectLights = true; this.renderer.outputEncoding = THREE.sRGBEncoding;

4. Improve Texture Quality

Make sure mipmapping is properly configured:

JAVASCRIPT
// When loading textures or in your material settings texture.generateMipmaps = true; texture.minFilter = THREE.LinearMipmapLinearFilter; texture.magFilter = THREE.LinearFilter;

5. Adjust Lighting

Your lighting setup could be improved:

JAVASCRIPT
// Ambient light (softer) const ambientLight = new THREE.AmbientLight(0xffffff, 0.5); this.scene.add(ambientLight); // Main directional light const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0); directionalLight.position.set(5, 10, 7); this.scene.add(directionalLight); // Add a fill light from another angle const fillLight = new THREE.DirectionalLight(0xffffff, 0.3); fillLight.position.set(-5, 0, -5); this.scene.add(fillLight);

6. Regarding Light Following Camera

Attaching a light to the camera (creating a headlight effect) is sometimes used but has limitations:

JAVASCRIPT
// In your animation loop directionalLight.position.copy(this.camera.position);

This approach can make objects look flat as they're always lit from the front. It's often better to use a fixed lighting setup that creates depth through shadows and highlights.

7. Enable Shadows

If your model would benefit from shadows:

JAVASCRIPT
this.renderer.shadowMap.enabled = true; this.renderer.shadowMap.type = THREE.PCFSoftShadowMap; directionalLight.castShadow = true; // Configure shadow properties directionalLight.shadow.mapSize.width = 1024; directionalLight.shadow.mapSize.height = 1024;

Try implementing these changes and see if they improve the quality of your model rendering. The GLTFLoader itself is correctly implemented in your code.

Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?

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