# Selective Bloom Effect - Pilot light On/Off

**URL:** <https://discourse.threejs.org/t/selective-bloom-effect-pilot-light-on-off/52244>\
**Category:** Questions\
**Tags:** unrealbloompass, threejs\
**Created:** [May 31, 2023, 10:14am UTC](https://discourse.threejs.org/t/selective-bloom-effect-pilot-light-on-off/52244 "2023-05-31T10:14:01Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![fabriceibols](https://avatars.discourse-cdn.com/v4/letter/f/91b2a8/32.png) [@fabriceibols](https://discourse.threejs.org/u/fabriceibols)\
**Post date:** [May 31, 2023, 10:14am UTC](https://discourse.threejs.org/t/selective-bloom-effect-pilot-light-on-off/52244/1 "2023-05-31T10:14:01Z")

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Hi Everyone, I have been trying to enable and disable the the bloom effect on a pilot light based on [Bloom HDR](https://codesandbox.io/s/bloom-hdr-workflow-gnn4yt) example without success, I am avoiding the [Selective bloom Effect](https://threejs.org/examples/webgl_postprocessing_unreal_bloom_selective.html)  
since it’s over complicated. My problem is the effect is being applied to the whole object and I only want the light to turn on and off on the click event on any part of the model?

![image](https://canada1.discourse-cdn.com/flex035/uploads/threejs/original/3X/6/d/6d3e09e7224597d30be7d96f9de417ece0427cff.png)

**here’s the link to the** [Bloom effect - Codesandbox](https://codesandbox.io/s/admiring-easley-qppln4)

PS: I am not able to point out the loader to the correct path in codesandbox it keeps throwing an error but I able load models using any other link.

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**Author:** ![Lawrence3DPK](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/lawrence3dpk/32/29184_2.png) [@Lawrence3DPK](https://discourse.threejs.org/u/Lawrence3DPK)\
**Post date:** [May 31, 2023, 11:23am UTC](https://discourse.threejs.org/t/selective-bloom-effect-pilot-light-on-off/52244/2 "2023-05-31T11:23:08Z")

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You can try to add an emissiveMap to the model in a program like blender before using it in three, using emissiveIntensity with a map plugged in should give you the effect you’re after, whereby only the uv space painted with an emission value would glow

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**Author:** ![fabriceibols](https://avatars.discourse-cdn.com/v4/letter/f/91b2a8/32.png) [@fabriceibols](https://discourse.threejs.org/u/fabriceibols)\
**Post date:** [May 31, 2023, 11:39am UTC](https://discourse.threejs.org/t/selective-bloom-effect-pilot-light-on-off/52244/3 "2023-05-31T11:39:45Z")

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Thanks @Lawrence3DPK for the reply let me try it.

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**Author:** ![trusktr](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/trusktr/32/13726_2.png) [@trusktr](https://discourse.threejs.org/u/trusktr)\
**Post date:** [December 1, 2025, 3:49am UTC](https://discourse.threejs.org/t/selective-bloom-effect-pilot-light-on-off/52244/4 "2025-12-01T03:49:59Z")

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> [@fabriceibols](#):
>
> [Selective bloom Effect](https://threejs.org/examples/webgl_postprocessing_unreal_bloom_selective.html)  
> since it’s over complicated.

👍

So true. I wish this was easy in Three.js like in other engines. For example in Babylon.js you simply turn on a glow layer, and it automatically makes all emissive map textures glow. Zero effort, looks good.

Here’s a video of how easy it is in Babylon (I’m using the UI, but it’s the same ease in code):

> [@Lawrence3DPK](#):
>
> You can try to add an emissiveMap to the model in a program like blender before using it in three, using emissiveIntensity with a map plugged in should give you the effect you’re after, whereby only the uv space painted with an emission value would glow

That doesn’t work. Three.js doesn’t automatically make a glow.

Looks like all new efforts are put into WebGPU, but that’s not supported everywhere yet. Here’s the [WebGPU emissive glow example](https://threejs.org/examples/?q=webgpu%20emiss#webgpu_postprocessing_bloom_emissive).

Hmm, I wonder, if the TSL nodes can be used in WebGL mode for this 🤔 …
