# Lighting/material issues when creating a collada model and importing to three.js scene

I'm working in blender to create collada (dae) models which are then imported into a three.js urban scene created by the qgis2threejs plug-in for qgis (open-source GIS software).

I am driving myself crazy trying to match the colors of the collada models and objects rendered by three.js. The following image is an example of this:

In this image are four collada models, set amid a number of polygons created and skinned in three.js. closest to the fore (white) is a model that has no materials attached to it.

Second beyond that (dark red) is a model that has materials attached to it similar to this:

To the left of that is a two-tone model in which I attempted to match the two-tones of the polygons:

The blue/grey building is a similar build, but with emitting ramped to around 30 under the material/shading tab.

None of these were exported with light sources attached (which I realize is probably the issue). The reason I am not including light sources is because that when I do, the new light source washes-out the polygons created by the plugin.

However, why does the unskinned material appear fine, but the others do not? Further, the scene has a built-in light source, why is that not illuminating the materials in a similar manner to the polygons?

And finally, is there a way to export the models with materials to match the polgyons created by three.js? - this is what I'm really after.

Sorry, blender noob.

• – Duarte Farrajota Ramos Mar 6 '18 at 17:06
• Okay, so what I'm trying to do isn't really possible then, or rather should be attempted within the three.js rendering environment if I read that correctly. Good to know I'm not insane. – Nick Malawskey Mar 6 '18 at 18:42
• Might be worth trying glTF-Blender-Exporter and THREE.GLTFLoader. Or consider baking lights and using a shadeless material. – Don McCurdy Mar 7 '18 at 15:48