When working with 3D scenes in Three.js, correctly positioning and orienting your camera is crucial to creating engaging visuals and immersive experiences. Below is a guide on how to manually inspect and place your camera within a Three.js scene. 1. Understanding the Three.js Camera Three.js offers multiple camera types, but the most commonly used are:… Continue reading How to Manually Inspect and Place a Camera in Three.js
Tag: threejs
Why Unreal Engine is Often Considered Superior to Three.js
Unreal Engine (UE) and Three.js are powerful tools for creating 3D experiences, but they cater to different needs. While Unreal Engine is a comprehensive game engine, Three.js is a lightweight JavaScript library for 3D rendering on the web. Below, we compare the two across various dimensions to help you understand why Unreal Engine is often… Continue reading Why Unreal Engine is Often Considered Superior to Three.js
Understanding Logarithmic Depth Buffer in Three.js
In 3D graphics, one of the most common challenges encountered during rendering is depth precision. As scenes grow in size, especially in large open-world games or simulations, objects that are far away from the camera can suffer from depth precision issues, leading to z-fighting, where surfaces appear to flicker or overlap incorrectly. This is due… Continue reading Understanding Logarithmic Depth Buffer in Three.js
Understanding Light Probes in Three.js
Lighting plays a critical role in creating realistic 3D scenes. In Three.js, light probes are a powerful tool for capturing and utilizing ambient light from the surrounding environment to enhance the realism of your scene. This article delves into what light probes are, how they work, and how you can use them effectively in Three.js.… Continue reading Understanding Light Probes in Three.js
Customizing Instanced Mesh Attributes in Three.js
Instanced meshes in Three.js allow you to efficiently render multiple copies of a geometry with shared material properties, reducing draw calls and improving performance. However, real-world applications often require each instance to have unique attributes, such as different colors or material properties. This article will guide you through customizing instanced meshes with per-instance attributes. 1.… Continue reading Customizing Instanced Mesh Attributes in Three.js
Basic wobble
Basic wobble Theory The process is similar to what we did in the Raging Sea Shading lessons. We calculate an elevation according to the vertex position and we move that vertex. For the Raging Sea, we could make the vertices go up and down using the y-axis. But in this case, it’s not that simple. We want to make… Continue reading Basic wobble
Baking
Baking When you do a render in a 3D software like Blender, it usually looks better than the model you import into Three.js, no matter how hard you try to get the exact same lighting and colors. This is because of the technique used while making the render. Ray Tracing consists of casting multiple rays… Continue reading Baking
Displacement pass
Displacement pass Create a new shader named DisplacementShader, then a new pass named displacementPass from the ShaderPass and add it to effectComposer: const DisplacementShader = { uniforms: { tDiffuse: { value: null } }, vertexShader: ` varying vec2 vUv; void main() { gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0); vUv = uv; } `, fragmentShader: ` uniform sampler2D tDiffuse; varying… Continue reading Displacement pass
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
HalfEdge
The basis for a half-edge data structure, also known as doubly connected edge list (DCEL). Import HalfEdge is an add-on, and must be imported explicitly. See Installation / Addons. import { HalfEdge } from ‘three/addons/math/ConvexHull.js’; Constructor HalfEdge( vertex : VertexNode, face : Face ) vertex – VertexNode A reference to its destination vertex. face – Face A reference to its face. Creates a new instance… Continue reading HalfEdge