There are 2 ways to style 3D Tiles:
1] Client side styling
The 3D Tiles are styled on the client side (in the browser) using the CesiumJS API.
2] Server side styling
The 3D Tiles are styled on the server side (in the database) using a json document.
When using client side styling the 3D Tiles are styled in the client. In CesiumJS there is a 3D Tiles Styling Language. For the specs of 3D Tiles Styling Language see https://github.com/CesiumGS/3d-tiles/tree/main/specification/Styling
Example for styling buildings in a 3D Tileset based on attribute ‘bouwjaar’ in CesiumJS:
var buildings = new Cesium.Cesium3DTileset({
url : './buildings/tileset.json'
});
buildings.style = new Cesium.Cesium3DTileStyle({
color: {
conditions: [
["${feature['bouwjaar']} <= 1700", "color('#430719')"],
["${feature['bouwjaar']} > 1700", "color('#740320')"],
]
}
}
);
Example for showing a subset based on a query (show only buildings with bouwjaar > 1975):
buildings.style.show = "${feature['bouwjaar']} > 1975"
Remember to add attribute bouwjaar with ‘-a bouwjaar’ when creating the 3D Tiles.
When using server side styling the 3D Tiles are styled in the database.
The styling is stored in a json document in a column of type json.
A hex color notation is used for the colors, in the form of #RRGGBBAA. Sample:
Hex code #FF000055 is Color red (r,g,b = 255,0,0) + Alpha = 85
The json document contains the shaders for the 3D Tiles. When the option –shaderscolumn is used, the shaders are read from the column specified in the option.
When the option –shaderscolumn is not used, a default PbrMetallicRoughness shader is used for all triangles in the geometry, with following properties:
R = 255, G = 255, B = 255, A = 1
Metallic factor: 0, Roughness factor: 0.5019608 (128/255)
Alternative option is to specify a shader using the ShadersColumn.
Shaderscolumn is a column of type json. In the json documents the shaders are defined like PbrMetallicRoughness and PbrSpecularGlossiness. Note: PbrSpecularGlossiness is deprecated by Khronos, so advise is to use PbrMetallicRoughness.
The json must have the following structure:
{
"EmissiveColors": [list_of_emissivecolors in hex],
"PbrMetallicRoughness": {
"BaseColors": [ list_of_basecolors in hex],
"MetallicRoughness": [list_of_metallic_roughness in hex]
},
"PbrSpecularGlossiness": {
"DiffuseColors": [list_of_diffuse in hex],
"SpecularGlossiness": [list_of_specular_glossiness in hex]
}
}
The number of colors in each list determines how shaders are applied.
If a list contains one color, that color is applied to all triangles.
Example:
update delaware_buildings set simple_shader =
'{
"PbrMetallicRoughness": {
"BaseColors": ["#ff0000"]
}
}';
For collection geometry types such as:
MultiPolygon
MultiLine
PolyhedralSurface
The number of shaders should match the number of inner geometries. Each inner geometry receives its corresponding shader.
The number of shader entries may also match the number of triangles in the generated mesh. In this case, the total number of triangles must be known in advance.
Invalid Shader Counts
If the number of colors is otherwise an exception is thrown.
Example:
Consider a Multipolygon geometry of 2 squares:
MULTIPOLYGON Z(((0 0 0, 0 1 0, 1 1 0, 1 0 0, 0 0 0)),((2 2 0, 2 3 0, 3 3 0, 3 2 0, 2 2 0)))
The number of shaders can be:
{
"PbrMetallicRoughness": {
"BaseColors": [
"#008000"
]
}
}
{
"PbrMetallicRoughness": {
"BaseColors": [
"#008000",
"#FF0000"
]
}
}
{
"PbrMetallicRoughness": {
"BaseColors": [
"#008000",
"#FF0000",
"#EEC900",
"#EEC900"
]
}
}
Sample query in SQL:
ALTER TABLE mytable ADD COLUMN simple_shader json;
update mytable set simple_shader =
'{
"PbrMetallicRoughness": {
"BaseColors": ["#008000", "#008000"]
}
}';
Sample for using shader PbrMetallicRoughness with BaseColor for 2 triangles:
{
"PbrMetallicRoughness": {
"BaseColors": ["#008000","#008000"]
}
}
Sample for Specular Glossiness with Diffuse and SpecularGlossiness for 2 triangles :
{
"PbrSpecularGlossiness": {
"DiffuseColors": ["#E6008000","#E6008000"],
"SpecularGlossiness": ["#4D0000ff", "#4D0000ff"]
}
}
In the hexadecimal values there are 4 numbers (x, y, z, w) available. The following material channels table defines which number should be used for the various shader properties.
| Channel | Shader Style | X | Y | Z | W |
|---|---|---|---|---|---|
| Emissive | All | Red | Green | Blue | |
| BaseColor | Metallic Roughness | Red | Green | Blue | Alpha |
| MetallicRoughness | Metallic Roughness | Metallic Factor | Roughness Factor | ||
| Diffuse | Specular Glossiness | Diffuse Red | Diffuse Green | Diffuse Blue | Alpha |
| SpecularGlossiness | Specular Glossiness | Specular Red | Specular Green | Specular Blue | Glossiness |