Hello everyone!
I have an issue. i am trying to animate particles with explosion effect but when i do that with postprocessing particle burst appears to be behind the geometry.
my geomtry layers are set to 0
and my particles are set to 1
does anyone know how to fix that? its very nasty bug for me. i couldn’t find a solution.
here is my work link :
https://www.cadcamge.ch/tracer-tmp/subsystem/core/r5.0/#
here is my code
this.afterimagePass = new THREE.AfterimagePass();
this.bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 0.5, 0.4, 0.85 );
this.bloomPass.threshold = 0.1;
this.bloomPass.strength = 1;
this.bloomPass.radius = 1;
this.composer = new THREE.EffectComposer( this.renderer );
this.composer.addPass( new THREE.RenderPass( this.scene, this.camera ) );
this.composer.addPass( this.afterimagePass );
this.composer.addPass( this.bloomPass );
this.bloomPass.renderToScreen = true;
this.composer.renderToScreen = true;
function animate(){
scope.animateParticles = window.requestAnimationFrame(animate);
scope.renderer.autoClear = false;
core.renderer.clear();
scope.parts[0].object.layers.set(1);
scope.camera.layers.set(1);
scope.composer.render();
scope.renderer.clearDepth();
scope.camera.layers.set(0);
scope.renderer.render( scope.scene, scope.camera );
scope.particle1.position.z -= speed;
scope.particle2.position.z += speed;
if( scope.particle1.position.z < 0 ){
speed = 0;
scope.parts[0].update();
}
}