Hey guys, so I’m creating a version of a shoe customizer and found Vans example something to strive for. I notice though that they have what appears to be some kind of SAO pass on their render. This AO isn’t at the texture level but seems to be global. Is anyone with more experience able to eyeball what could be causing this effect they have? Here’s my progress vs their app
Could you link the vans app here? And also your app if possible, or at least the code you’re using to set up post-processing. Also your tone-mapping and encoding settings. Darkened color could be caused by the wrong encoding somewhere.
// Here I have a function that returns a linearColor
const color = (hex) => {
const linearColor = new Color(hex);
linearColor.convertSRGBToLinear();
return linearColor;
};
const materialColor = color("#c2c0a7")
material = new MeshPhongMaterial({
color: materialColor,
});
SSAO
// In the constructor
this.effectComposer = new EffectComposer(this.renderer);
this.renderPass = new RenderPass(this.scene, this.camera);
this.effectPass = new SSAOPass(this.scene, this.camera);
// When mounting the Class (loadingManager is done)
this.effectComposer.addPass(this.renderPass);
this.effectPass.setSize(width, height);
this.effectComposer.addPass(this.effectPass);
// Then in the loop I'm just rendering the composer
this.effectComposer.render();
Oh wow, okay I’ll look into this. I’m wondering about performance. I once ran a three instance with I think 4 lights. My iMac rendered all the lights but my Macbook Air only rendered 2 of them. The issue plagued me for days until I realised it was the graphics card limitation, so since then I assumed I’d always stick with 1-2 lights max.