How can we do something like this in three.js? https://www.babylonjs-playground.com/#LRFB2D#1
Thanks
How can we do something like this in three.js? https://www.babylonjs-playground.com/#LRFB2D#1
Thanks
Maybe with a bloom pass: https://threejs.org/examples/#webgl_postprocessing_unreal_bloom
Looks pretty good. Will try, thanks!
Hi @Mugen87,
Thanks for the suggestion, I’ve tried it, but I have a few problems, and questions. You can check my example here: http://vargapeter.info/webgl/threejs/unreal_bloom_test/
As you can see, the scene is rendered for only a very short amount of time, then the canvas goes blank. Do you have any idea why this happens?
Is there a way to apply this effect only for certain elements (materials), and not the whole scene? (Like in the babylon example)
So as far as I understand, when we use an effectcomposer, we must call the composer.render
, instead of renderer.render
. But in this case, we cannot set the animation loop using setAnimationLoop
. So I assume there’s currently no way of having this effect within a VR project. Is that so?
I think the visual error occurs as soon as you set the skybox. I’m not sure why this happens. Is it possible for you to isolate this problem in a fiddle?
UnrealBloomPass
applies the bloom effect to the whole render target (readBuffer
). You can try to put your certain objects into a separate scene and create an additional RenderPass
which acts as the input source for UnrealBloomPass
. After the effect is applied, you have to blend the result on top of the entire scene. Unfortunately, there is no example that demonstrates this workflow.
Post-processing is currently not supported for WebVR/WebXR. This is WIP.
Just for reference to readers of this topic thread, a selective glow example was added since then (found it in another thread on this forum):
https://threejs.org/examples/webgl_postprocessing_unreal_bloom_selective