Animated Emission Effects with Procedural Noise in GLSL

Emissive materials are commonly used in real-time graphics to simulate glowing surfaces — whether it’s a flickering sci-fi interface, a magical rune, or an energy pulse moving through a forcefield. These materials not only enhance visual appeal but also serve functional purposes, like drawing the viewer’s attention or indicating interactivity. This article outlines how to… Continue reading Animated Emission Effects with Procedural Noise in GLSL

Fixing the antialias

Fixing the antialias  There’s another feature that seems to stop working.if you are using a screen with a pixel ratio above 1, you probably can’t see the problem. Be careful; if you only have the renderPass available, you won’t see the problem because the render is done in the canvas with antialias support. Enable at least one pass… Continue reading Fixing the antialias

Keyframe Track

KeyframeTrack A KeyframeTrack is a timed sequence of keyframes, which are composed of lists of times and related values, and which are used to animate a specific property of an object. For an overview of the different elements of the three.js animation system see the “Animation System” article in the “Next Steps” section of the manual.… Continue reading Keyframe Track

Shaders in Blender and Three.js

Shaders are essential for defining how 3D objects are rendered. They determine how surfaces interact with light, creating a range of visual effects from basic colors to complex, photorealistic materials. Blender and Three.js both offer powerful shader capabilities, but they are designed for different contexts and have unique features. This article compares shaders in Blender… Continue reading Shaders in Blender and Three.js