[SOLVED] EffectComposer + Layers

Better visual effect, if to use objBack.layers.enable(1); instead of objBack.layers.set(1);

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Clearing the depth buffer makes the aqua box always render on top. Rotate the scene so the aqua box should be “behind” the glowing box to see the effect. Is that the desired effect?

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@TheJim01

That makes the red box visible for both 0 and 1 layers, thus it make the scene look correctly if to rotate it to the angle when the red box should cover the aqua box.
But it’s just an example and in the real app, the scene never be rotated to look at the boxes from behind :slight_smile:

Just in case, reference about layers:

Gotcha, sorry I must have missed your update when typing my reply. Asynchronous systems… who needs 'em!

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I should’ve found it myself before asking here :smiley:

There’s a WestLangley solution to every problem. :smile:

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Indeed :smile:
But this does not cancel the fact that you helped me. :beers:

Thanks very much。

I like this glow effect, but why doesn’t blue color work? :roll_eyes:
all other colors work

image

http://jsfiddle.net/br9s142o/

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Hi guys! Is there any solutions to make the bloom effect appear on this edges as well?

Thanks,

Sure, use the approach with selective bloom: https://threejs.org/examples/?q=sele#webgl_postprocessing_unreal_bloom_selective

Examples with that approach:


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Thank you @prisoner849, I’ve tried that example, worked as expected. But it seems to darken the original material of “non-bloomed” objects as well. Any clues to avoid this?

Maybe it’s because of those parameters:

renderer.toneMapping = THREE.ReinhardToneMapping;
renderer.toneMappingExposure = Math.pow(params.exposure, 4.0);
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Hey,
I am very new here , @marquizzo pointed me to this forum, thx again!

I was asking a question on stackoverflow ( https://stackoverflow.com/questions/57365158/postprocessing-fx-for-a-few-seconds ) to achive somehow the same effect as described above, but only

  1. for a second ( as a visual feedback after a user chooses a value in a selection drop down )
  2. only on one specific material, not on the whole model…

Can please someone help me with this?
Thanks for your help!!

@MobJS
Take a look at this topic for some ideas: Totentanz (Selective Bloom)

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Love it! Impressive!

hi, I’m new here. I used some code from this post above in my project. The bloom effect was shown, but it seems some bloom effect was lost when I rotate my model in some angles. Any ideas?

Use the technique of selective bloom, as an option.

  1. https://threejs.org/examples/?q=selective#webgl_postprocessing_unreal_bloom_selective
  2. Totentanz (Selective Bloom)
  3. Selective UnrealBloomPass issues
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if anyone needs it still, here’s a solution where the bloom effect comes last: https://codesandbox.io/s/twilight-feather-myhm9

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