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It’s been a while but I think I’ve found the issue.
I have no idea why this is the case (almost certain it’s my class setup) and this is obviously not a viable solution if there is a lot of scene setup.
Here’s the sandbox. You may have to download it and run it locally since code sandbox is being weird
Even without any classes, even creating the effect composers in another file (and returning them to the main file) means they don’t work and I cannot figure out why this is the case. There has to be something else I’m missing …
I used the same example of selective bloom to make it work with
Hi @prisoner849 I tried your solution and still no luck. I can’t get it the bloom to work specifically with Vite + Typescript. Surely typescript should not make any difference here …
Also, I don’t plan on using an
emissiveMap, I’d just like to make some spheres glow and others not (no models involved).
The bloom is visible, but for every object. I’m not sure how the “selective” part in your example is working
The issue seems to be with the final
ShaderPass - I can darken the non-bloomed objects and then restore their materials, but then trying to render the
finalComposer erases the entire bloom effect. Using
renderer.render(scene, camera) instead of the
finalComposer means the non-bloomed objects stay black.
renderer.clearDepth() fixes this but only gives the objects an outline and renders all bloomed objects behind the non-bloomed.
Again, this is extremely confusing because everything works perfectly when everything is in one file, but not when splitting it up. Ideally, I’d need the post processing in a separate file …