Of course.
Any pictures of the result? I’m really curious.
https://threejs.org/examples/?q=selective#webgl_postprocessing_unreal_bloom_selective
I mean, my result isn’t and can’t be any different from this, I literally use the same effect. :DDD
And have you tried to play with bloom parameters?
So far it looks like you’ve got neither any working example nor pictures of what you’ve tried.
Yes I did, what I did doesn’t really matter at all, I use the same bloom from the examples, changing parameters doesn’t help the fact that I am not in favor of using it.
Well, for me it’s a nice effect, especially in combination with DoF: Hexagonal grid formation (see the last codepen in the main post)
To perfectly simulate light being emitted from a mesh is not possible in a realtime, forward-rendering pipeline like three.js. If you need to something that runs at realtime (i.e. allows emissive objects or things affected by those objects to move around) then a carefully tuned Bloom effect is the best option available, and typically what you are going to see outside of three.js as well, in tools like Sketchfab and Blender’s Eevee renderer.
To get something that looks better than Bloom, you will need to bake your lighting. This means that the light sources and objects affected by those light sources cannot move. This would be a good thread on how to do it in Blender: https://twitter.com/arturitu/status/966257367871606784 … or there are many other tutorials on baking in Blender too.
WIP
There are 100 kind of dynamic “lights” on the procedurally generated moving landscape.
Used a very simple lighting model + selective bloom.
Do you actually use bloom here? No pointlight?
No lights of any type at all.
Yes, I use a very moderated selective bloom here.
Do you mind sharing the settings of your bloom, kind Sir?
Yes, sure:
bloomPass.threshold = 0;
bloomPass.strength = 1;
bloomPass.radius = 0.5;
Hello Mr , can you explain more about , i need the same thing , for a static lantern
It was about lightmaps.
Hey @prisoner849 is this image using baked light maps or simply emissive and bloom? i didn’t think the emissive channel “radiated” onto other objects but this seems to do exactly that
amazing stuff, ok it makes more sense now you’ve got a very clever use of shaders going on to achieve the effect, as assumed, real time “global illumination” from emissive channels is not yet a thing in THREE right?
Not that clever, actually
These days I used a uniform with an array of positions of lights. Which is the bottleneck.
Nowadays I would use a texture for that purpose. Processing it the way, like in this demo: Newton's Cradle + glowing spheres