How to Restrict Postprocessing Effects in Three.js

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Visit these links for original content and any more details, such as alternate solutions, latest updates/developments on topic, comments, revision history etc. For example, the original title of the Question was: Postprocessing affects everything but it shouldn't

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The Problem: Postprocessing Affects Everything

The developer was already using a setup that incorporated depth textures with separate cameras, but they were unsure how to efficiently encapsulate the postprocessing effects so that only desired objects received them.

The Solution: Using Layers to Control Postprocessing

Programming can be frustrating, but it can also lead to satisfying discoveries after several iterations. The developer in question found a solution by making use of the EffectComposer class to keep their code clean and concise. Let's break down the solution into manageable parts.

Step 1: Set Up the Effect Composer

In your InitEntity method, you must integrate the EffectComposer, which will allow the application of postprocessing effects selectively.

[[See Video to Reveal this Text or Code Snippet]]

Step 2: Create Render Targets

Create render targets that will serve as buffers for the rendered images. This will help manage different visual layers effectively.

[[See Video to Reveal this Text or Code Snippet]]

Step 3: Implement Layer Rendering

Inside your Render method, you should specify which layers to render for which objects. The camera_.layers property allows you to control which objects are visible to the camera.

[[See Video to Reveal this Text or Code Snippet]]

Step 4: Categorize Objects Into Layers

You can group objects and easily set the layer they belong to. For instance, if you have models that you don’t want affected by the postprocessing, you can traverse through your models and set their layers like so:

[[See Video to Reveal this Text or Code Snippet]]

Step 5: Adding Custom Shaders

For more advanced users, you can access the composer_ to add custom postprocessing shaders on the fly:

[[See Video to Reveal this Text or Code Snippet]]

Conclusion: The Celebrate Moment!

Once successfully implemented, the developer felt great satisfaction from both the cleaner code and visually appealing results. As a fun twist, they also noted that amid the coding hustle, taking a moment to celebrate small victories—even with a drink—can enhance the overall programming journey.

Feel free to explore these solutions and optimize your 3D environments with the control and elegance that modern graphics programming allows!
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