How to bloomEffect normal shapes with no other shaders

Why there is no bloom effect in popping in my screen even though I follow the codes right.

So basically I’m trying to bloom effect all the lines and animated it but it doesn’t work as expected.

You can check at my code and I can’t find where the bloomEffect doesn’t work at.

        let sceneItem = document.querySelector(".header .scene")
        let scene,camera,renderer,renderScene,bloomPass,bloomComposer;

        function mathRandomX(i = 100) {
            var numValue = - Math.random() * i + Math.random() * i;
            return numValue;
        }
        function mathRandomY(i = 10) {
            var numValue = - Math.random() * i + Math.random() * i;
            return numValue;
        }

        function createLines(i,xSize,ySize) {
            let geoStar,matStar,meshStar
            
            geoStar = new THREE.BoxGeometry(2,0.1,0.1)
            matStar = new THREE.MeshLambertMaterial({color:0xfc0303, side:THREE.DoubleSide});
            meshStar = new THREE.Mesh(geoStar, matStar);
            meshStar.position.set(mathRandomX(),mathRandomY(),0)
            scene.add(meshStar)

            gsap.to(meshStar.position, {duration:3,x:0, repeat:-1, yoyo:true, delay:mathRandomX(3)});
        }
        
        init();
        onWindowResize();
        animate();

        function init() {
            scene = new THREE.Scene()
            let bgColor = 0x000000;
            scene.background = new THREE.Color(bgColor);
            camera = new THREE.PerspectiveCamera(40, sceneItem.clientWidth / sceneItem.clientHeight, 1, 10000);
            camera.position.set(0,0.5,20);
            renderer = new THREE.WebGLRenderer({antialias: true});
            renderer.setPixelRatio( window.devicePixelRatio );

            renderer.toneMapping = THREE.ReinhardToneMapping;
            renderer.toneMappingExposure = 1;

            renderer.setSize(sceneItem.clientWidth, sceneItem.clientHeight);

            sceneItem.appendChild(renderer.domElement);
            // const controls = new OrbitControls( camera, renderer.domElement );

            const params = {
                exposure: 1,
                bloomStrength: 2,
                bloomThreshold: 1,
                bloomRadius: 1
            };

            renderScene = new RenderPass( scene, camera );

            bloomPass = new UnrealBloomPass( new THREE.Vector2( sceneItem.clientWidth, sceneItem.clientHeight ), 1.5, 0.4, 0.85 );
            bloomPass.threshold = params.bloomThreshold;
            bloomPass.strength = params.bloomStrength;
            bloomPass.radius = params.bloomRadius;

            bloomComposer = new EffectComposer( renderer );
            bloomComposer.renderToScreen = false;
            bloomComposer.addPass( renderScene );
            bloomComposer.addPass( bloomPass );
        

            scene.add(new THREE.AmbientLight(0xffffff));

            for (let i = 0; i < 50; i++) {

                createLines(i,0.1,3)
                
            }

            
        }

        function animate() {
            requestAnimationFrame(animate);
            
            // camera.lookAt(city.position);
            renderer.render( scene, camera );  
            bloomComposer.render()

        }
        
        function onWindowResize() {
            let w = sceneItem.clientWidth
            let h = sceneItem.clientHeight
        
            camera.aspect = w / h
            camera.updateProjectionMatrix()
            renderer.setSize(sceneItem.clientWidth,sceneItem.clientHeight)
            
        }

as you see in animate() function there is a bloomComposer but its not working the bloom Effect…
did I miss anything? Anyone help thanks :slight_smile:

Hi!
bloomThreshold: 1,
try to put a lesser value for this property.

it is still not working…there is no bloom effect in lines.

Do not set this to false.

Now its working but its not kinda more light up its like blurry light up…do I have to adjust the ambientLight?

Study this example to adjust some parameters.
Also with post processing you need to add GammaCorrectionShader to get correct color space