JIT
Old TV 3d model dark room
Create a realistic 3d model of a old TV in a dark room, you can control channels using 1-5 and add channels

Okay, let's set up the scene with an old TV in a dark room where you can change channels.

This setup creates:

  1. index.html: Basic HTML structure, CSS for a dark background, the import map, and instructions.
  2. main.js: Sets up the Three.js scene, camera, renderer, OrbitControls, lighting (including a RectAreaLight for screen glow), loads the TV model, handles channel switching via keyboard input (keys 1-5, 0 for off), and includes the animation loop.
  3. tv.js: Exports a function createTvModel that builds a simple TV model using basic geometries (boxes, planes, cylinders) and materials. It includes a named mesh "tvScreen" for easy access. It also adds a simple floor plane.
  4. channels.js: Exports functions to create channel textures using CanvasTexture for procedural patterns (color bars, simple landscape, checkerboard, blue screen, test pattern) and a DataTexture for dynamic static noise.

Press keys 1 through 5 to switch between the generated channel textures displayed on the TV screen. Press 0 to turn the screen "off" (it shows static briefly then goes black). The RectAreaLight intensity changes based on whether the TV is on, off, or showing static, simulating screen glow.

Updated files
v1
add 5 channels but scary ones, make tv more realistic and add border radius, add glass effect and a dialogue animation

Okay, let's make the TV more realistic with rounded corners and a glass effect, add scary channels, and implement a dialogue animation on one of the channels.

Key changes:

  1. index.html: Updated title and info text. Added three/addons/geometries/RoundedBoxGeometry.js to the import map.
  2. tv.js:
    • Imported and used RoundedBoxGeometry for the TV body and bezel, adding rounded corners.
    • Added a screenGlass mesh using PlaneGeometry and MeshPhysicalMaterial with transmission: 1.0 and thickness for a glass effect. It's positioned slightly in front of the actual screen plane.
    • Adjusted material colors and roughness for a slightly different look.
  3. channels.js:
    • createScaryChannelTextures: Replaced the previous channel generation logic with 5 new functions creating scary/unsettling visuals using the Canvas API (Dialogue screen base, Glitchy Eye, Silhouette, Handprint, Cryptic Symbols).
    • dialogueState: Added an object to manage the state of the dialogue animation (current line, character progress, timing).
    • updateDialogueTexture: New function to draw text onto a canvas texture incrementally based on the dialogueState. It clears the canvas, sets styles, calculates the visible portion of the text, and draws it. Crucially, it sets texture.needsUpdate = true.
  4. main.js:
    • Imported the new channel functions and dialogueState.
    • Enabled renderer.useLegacyLights = false for better results with MeshPhysicalMaterial transmission.
    • In changeChannel: Added logic to reset/start the dialogueState when switching to/from channel 1. Set a bluish tint for the screenLight.
    • In animate: Added calls to dialogueState.update() and updateDialogueTexture() when channel 1 is active. Modified updateStaticTexture slightly for a different look.
    • Adjusted ambient light and screen light intensity/color.

Now, the TV has rounded corners, a glass pane over the screen, and displays 5 new scary-themed channels. Channel 1 will show the dialogue animation, typing out messages letter by letter.*

Updated files
v2