Reputation: 121
I meet problem when i try to implement post processing
const renderer = new THREE.WebGLRenderer()
renderer.setSize(sizes.width, sizes.height)
document.body.appendChild(renderer.domElement)
const composer = new EffectComposer(renderer)
var bloomEffect = new BloomEffect();
const effectPass = new EffectPass(camera, bloomEffect);
effectPass.renderToScreen = true;
composer.addPass(effectPass);
effectPass.renderToScreen = true
/* Controls */
var controls = new OrbitControls( camera, renderer.domElemen );
controls.maxDistance = 50;
controls.minDistance = 0;
/**
* Loop
*/
const loop = () => {
window.requestAnimationFrame(loop)
//camera.position.x = cursor.x * 3
//camera.position.y = - cursor.y * 3
camera.lookAt(new THREE.Vector3())
camera.updateMatrixWorld();
controls.update();
// Renderer
//renderer.render(scene, camera)
composer.render();
}
loop()
You can found my full code here : https://pastebin.com/RPybJKfX
I try to get this result https://vanruesc.github.io/postprocessing/public/demo/#bloom or if you have other solution for make this (i want to make nebula or something like that)
Thanks,
Upvotes: 0
Views: 3079
Reputation: 28502
You're missing the line
composer.addPass(new RenderPass(scene, camera));
You can see exactly how to implement the example you're referring to at this link: https://vanruesc.github.io/postprocessing/#usage
Upvotes: 1