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Getting Started with React VR

You're reading from   Getting Started with React VR Build immersive Virtual Reality apps for the web with React

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Product type Paperback
Published in Nov 2017
Publisher Packt
ISBN-13 9781788476607
Length 294 pages
Edition 1st Edition
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Author (1):
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John Gwinner John Gwinner
Author Profile Icon John Gwinner
John Gwinner
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Table of Contents (13) Chapters Close

Preface 1. What is Virtual Reality, Really? 2. Flatland and Beyond: VR Programming FREE CHAPTER 3. 3D or Reality in Dimensions Other than X and Y 4. The React VR Library 5. Your First VR App 6. Working with Poly and the Gon Family 7. Sitting Down with a (Virtual) Teapot 8. Breath Life in Your World 9. Do It Yourself – Native Modules and Three.js 10. Bringing in the Real Live World 11. Take a Walk on the Wild Side 12. Publishing Your App, and Where to Go from Here

Importing materials


At the same time, we can use all the capabilities that React VR offers with regard to materials. The MTL file, unfortunately, doesn't always have the values possible. If you are using a modern material, that has base color, bump map or normal map, height, specular (shinyness), or metallic (similar to shinyness) maps, I've found that you may need to just hand edit the MTL file.

You would think with the wealth of computer graphics programs out there, that we wouldn't be at this point. Unfortunately, different rendering systems, especially nodal based ones, are too sophisticated for an OBJ exporter to really understand; as a result, typically most MTL files (materials) that go along with an OBJ file have only the base color as a texture map.

If you are using a program such as Quixel or Substance Designer, most Physically Based Rendering (PBR) materials consist of most of the following texture maps (images), which are also supported by the OBJ file format:

  • Base color: This is...
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