Like what?
If you want particles in formation of a heart, then you can:
Create a model of a heart in a software like Blender, export and load it, and use its vertices for THREE.Points()
Use a sphere geometry with a slight shifting of its vertices on a sphere surface and then deform the sphere, making a heart
Deform a sphere geometry to a heart, then use MeshSurfaceSampler (an example of its using) for random distributing of particles on the surface of the heart
And for connecting particles with lines, take a look at this example: three.js examples
Thank you for ideas! I realized how to make heart. But what about sound line behind heart? It is also need to be dependable on beat data of the sound. Big troubles with this… How to make those lines to curve like that, sounds like smth impossible for me T_T
thank you! great example! and what about that shiny dots on the heart, i’ve created 3d model of a heart, and can access each sphere individually… i’ve tried to create point lights to each of them, so then can shine, but it cause an error, any ideas?
Yeah, I think a selective bloom pass would be the easiest way to get the shiny dots.
However, you might run into a problem with anti-aliasing due to all the small thin lines. When you use a post-processing effect (at least with WebGL1) you have to disable the built-in AA and use a post AA pass such as FXAA or SMAA.
In my experience these don’t always give nice results with thin lines. The examples I was testing with were architectural models so the lines were largely vertical and horizontal, you might have better luck here since your lines are at many angles and animated.
By the way @prisoner849, your selective bloom examples don’t use AA at all, right? They look surprisingly clean considering.
In the Nocturnal scene I’ve got horrible steps-like contours for the “ramp buildings”, when I’ve put them before the “flat building”, so I’ve just put them on the very background and made them as darken as possible That’s the trick