Index
A
- add() function / Basic functionality of the scene
- add(color) function / Using the THREE.Color() object
- add(object) function / Using the overrideMaterial property
- addColors(color1, color2) function / Using the THREE.Color() object
- addConstraint function / Using PointConstraint to limit movement between two points
- addConstraint method / Creating door-like constraints with a HingeConstraint
- add function / Grouping objects together
- addPass() function / Configuring the EffectComposer object for post processing
- addScalar(s) function / Using the THREE.Color() object
- advanced EffectComposer object
- creating, MaskPass used / Advanced EffectComposer flows by using masks
- advanced geometry
- ConvexGeometry / ConvexGeometry
- LatheGeometry / LatheGeometry
- ExtrudeGeometry / ExtrudeGeometry
- amount property / ExtrudeGeometry
- bevelThickness property / ExtrudeGeometry
- bevelSize property / ExtrudeGeometry
- bevelSegments property / ExtrudeGeometry
- bevelEnabled property / ExtrudeGeometry
- curveSegments property / ExtrudeGeometry
- steps property / ExtrudeGeometry
- extrudePath property / ExtrudeGeometry
- material property / ExtrudeGeometry
- extrudeMaterial property / ExtrudeGeometry
- TubeGeometry / TubeGeometry
- ParametricGeometry / ParametricGeometry
- advanced materials
- about / Learning about the advanced materials
- MeshLambertMaterial / The MeshLambertMaterial for dull, non-shiny surfaces
- MeshPhongMaterial / The MeshPhongMaterial for shiny objects
- ShaderMaterial / Creating your own shaders with the ShaderMaterial
- advanced properties, materials / Understanding the common material properties, Advanced properties
- depthTest / Advanced properties
- depthWrite / Advanced properties
- polygonOffset / Advanced properties
- polygonOffsetFactor / Advanced properties
- polygonOffsetUnits / Advanced properties
- alphaTest / Advanced properties
- advanced shaders
- about / Using the ShaderPass for custom effects, Advanced shaders
- BleachBypassShader / Using the ShaderPass for custom effects
- EdgeShader / Using the ShaderPass for custom effects
- FXAAShader / Using the ShaderPass for custom effects
- FocusShader / Using the ShaderPass for custom effects
- alignment property / Working with sprites
- alphaTest property / Advanced properties
- AmbientLight
- ambient property / The MeshLambertMaterial for dull, non-shiny surfaces, The MeshPhongMaterial for shiny objects
- ammo.js
- amount property / ExtrudeGeometry
- angle property / SpotLight – the light with a cone effect, Outputting the scene as a set of dots with the DotScreenPass
- animation
- about / Basic animations, Simple animations
- objects, selecting / Selecting objects
- defining, morph target used / Morphing and skeletal animation, Animation with morph targets
- defining, skeletal animation used / Morphing and skeletal animation
- with MorphAnimMesh / Animation with MorphAnimMesh
- loading, prerequisites / Animation with MorphAnimMesh
- creating, by setting morphTargetInfluence property / Creating an animation by setting the morphTargetInfluence property
- bones, used / Animation using bones and skinning
- skinning, used / Animation using bones and skinning
- creating, external models used / Creating animations using external models
- creating, blender used / Creating bones animation using Blender
- loading, from collada model / Loading an animation from a collada model
- loading, from MD2 model / Animation loaded from a Quake model
- archive
- extracting, to get source code / Downloading and extracting the archive
- downloading, to get source code / Downloading and extracting the archive
- arc property / TorusGeometry
- AreaLight
- ASCII effect
- about / Using the ASCII effect
- using / Using the ASCII effect
- aspect property / The orthographic camera versus the perspective camera
- axes object / Rendering and viewing a 3D object
- axis parameter / Creating door-like constraints with a HingeConstraint, Limiting movement to a single axis with a SliderConstraint
B
- ball
- bouncing / Bouncing the ball
- basic lights
- about / Exploring the lights provided by Three.js
- AmbientLight / Exploring the lights provided by Three.js, AmbientLight – a globally applied light source
- PointLight / Exploring the lights provided by Three.js, PointLight – the light that shines in all directions
- SpotLight / Exploring the lights provided by Three.js, SpotLight – the light with a cone effect
- DirectionalLight / Exploring the lights provided by Three.js, DirectionalLight – for a far away sun-like light source
- basic properties, materials / Understanding the common material properties, Basic properties
- ID / Basic properties
- name / Basic properties
- opacity / Basic properties
- transparent / Basic properties
- overdraw / Basic properties
- visible / Basic properties
- side / Basic properties
- needsUpdate / Basic properties
- bevelEnabled property / ExtrudeGeometry, Rendering text
- bevelSegments property / ExtrudeGeometry, Rendering text
- bevelSize property / ExtrudeGeometry, Rendering text
- bevelThickness property / ExtrudeGeometry, Rendering text
- billboarding
- about / Working with sprites
- binary operation
- used, for combining mesh / Using binary operations to combine meshes
- bitstream vera sans mono font / Adding custom fonts
- BleachBypassShader / Using the ShaderPass for custom effects
- blenddst property / Blending properties
- blendequation property / Blending properties
- blender / Creating animations using external models
- used, for creating animation / Creating bones animation using Blender
- Blender
- URL / Saving and loading a scene
- about / Working with Blender
- Three.js exporter, installing in / Installing the Three.js exporter in Blender
- URL, for downloading / Installing the Three.js exporter in Blender
- model, exporting from / Loading and exporting a model from Blender
- model, loading from / Loading and exporting a model from Blender
- blending argument / LensFlare
- blending attribute / Using HTML5 canvas with the CanvasRenderer class
- blending properties, materials / Understanding the common material properties, Blending properties
- blending / Blending properties
- blendsrc / Blending properties
- blenddst / Blending properties
- blendequation / Blending properties
- blending property / Blending properties, Combining the materials, Particles, the particle system, and the BasicParticleMaterial, Working with sprites
- blendsrc property / Blending properties
- bloom effect
- adding, BloomPass used / Adding a bloom effect to the scene with the BloomPass
- about / Adding a bloom effect to the scene with the BloomPass
- BloomPass / Post processing passes
- used, for adding bloom effect / Adding a bloom effect to the scene with the BloomPass
- property / Adding a bloom effect to the scene with the BloomPass
- Strength property / Adding a bloom effect to the scene with the BloomPass
- kernelSize property / Adding a bloom effect to the scene with the BloomPass
- sigma property / Adding a bloom effect to the scene with the BloomPass
- Resolution property / Adding a bloom effect to the scene with the BloomPass
- blurring shaders
- about / Using the ShaderPass for custom effects, Blurring shaders
- HorizontalBlurShader / Using the ShaderPass for custom effects
- VerticalBlurShader / Using the ShaderPass for custom effects
- HorizontalTiltShiftShader / Using the ShaderPass for custom effects
- VerticalTiltShiftShader / Using the ShaderPass for custom effects
- TriangleBlurShader / Using the ShaderPass for custom effects
- bones
- used, for animation / Animation using bones and skinning
- bottom property / The orthographic camera versus the perspective camera
- BoxMesh / Basic supported shapes
- BrightnessContrastShader / Using the ShaderPass for custom effects
- bump map
- about / Using a bump map to create wrinkles
- used, for creating wrinkles / Using a bump map to create wrinkles
- bumpMap property / Using a bump map to create wrinkles
C
- callback function / Showing proteins from the protein databank
- camera / Creating a scene
- using / Using the available cameras for different uses
- focusing, on specific point / Focusing the camera on a specific point
- about / Working with the camera
- controls / Working with the camera
- camera, types
- orthographic camera / Using the available cameras for different uses
- perspective camera / Using the available cameras for different uses
- camera object / Rendering and viewing a 3D object
- canvas
- rendering / Rendering to canvas and using it as a texture
- using, as texture / Rendering to canvas and using it as a texture, Using canvas as a texture
- using, as bump map / Using canvas as a bump map
- CanvasRenderer
- HTML5 canvas, using with / Using HTML5 canvas with the CanvasRenderer class
- CapsuleMesh / Basic supported shapes
- castShadow property / SpotLight – the light with a cone effect
- center property / Outputting the scene as a set of dots with the DotScreenPass
- chain() function / Animating with Tween.js
- children property / Using the overrideMaterial property
- CircleGeometry / CircleGeometry
- property / CircleGeometry
- clear() function / Showing the output of multiple renderers on the same screen
- clear property / Advanced EffectComposer flows by using masks
- clone() function / The properties and functions of a geometry, Using the THREE.Color() object
- closed property / TubeGeometry
- Collada file format / Loading geometries from external resources
- loading / Loading a collada model
- Collada model / Creating animations using external models
- collada model
- animation, loading from / Loading an animation from a collada model
- color argument / LensFlare
- color attribute / Using HTML5 canvas with the CanvasRenderer class
- ColorCorrectionShader / Using the ShaderPass for custom effects
- ColorifyShader / Using the ShaderPass for custom effects
- color property / PointLight – the light that shines in all directions, The MeshBasicMaterial for simple surfaces, The LineBasicMaterial, Particles, the particle system, and the BasicParticleMaterial, Working with sprites
- Color property / HemisphereLight
- components, Three.js scene / Creating a scene
- camera / Creating a scene
- lights / Creating a scene
- objects / Creating a scene
- ConcaveMesh / Basic supported shapes
- ConeMesh / Basic supported shapes
- ConeTwistConstraint / Using constraints to limit movement of objects
- used, for creating ball joint-like constraint / Creating a ball joint-like constraint with the ConeTwist Constraint
- about / Creating a ball joint-like constraint with the ConeTwist Constraint
- constraints, Physijs
- used, for controlling movement of object / Using constraints to limit movement of objects
- about / Using constraints to limit movement of objects
- PointConstraint / Using constraints to limit movement of objects, Using PointConstraint to limit movement between two points
- HingeConstraint / Using constraints to limit movement of objects, Creating door-like constraints with a HingeConstraint
- SliderConstraint / Using constraints to limit movement of objects, Limiting movement to a single axis with a SliderConstraint
- ConeTwistConstraint / Using constraints to limit movement of objects, Creating a ball joint-like constraint with the ConeTwist Constraint
- DOFConstraint / Using constraints to limit movement of objects, Creating detailed control with the DOFConstraint
- controls, camera / Working with the camera
- FirstPersonControls / Working with the camera, FirstPersonControls
- FlyControls / Working with the camera, FlyControls
- RollControls / Working with the camera, RollControls
- TrackBallControls / Working with the camera, TrackballControls
- OrbitControls / Working with the camera, OrbitControl
- PathControls / Working with the camera, PathControl
- convertGammaToLinear() function / Using the THREE.Color() object
- convertLinearToGamma() function / Using the THREE.Color() object
- ConvexGeometry
- about / ConvexGeometry
- ConvexMesh / Basic supported shapes
- copy(color) function / Using the THREE.Color() object
- copyGammaToLinear(color) function / Using the THREE.Color() object
- copyLinearToGamma(color) function / Using the THREE.Color() object
- createParticles function / Using HTML5 canvas with the CanvasRenderer class
- createParticleSystem() function / Creating a particle system from an advanced geometry
- createSystem function / Using textures to style particles
- CTM file format / Loading geometries from external resources
- loading / Loading STL, CTM, and VTK models
- cube
- animating / Animating the cube
- CubeGeometry
- about / CubeGeometry
- property / CubeGeometry
- cube object / Rendering and viewing a 3D object
- curveSegments property / ExtrudeGeometry, Rendering text
- custom bit shader
- creating / Creating a custom bit shader
- custom effects
- ShaderPass, using / Using the ShaderPass for custom effects
- custom font
- adding, to 3D text / Adding custom fonts
- custom grayscale shader
- about / Custom grayscale shader
- custom shader
- creating / Creating custom post processing shaders
- custom grayscale shader / Custom grayscale shader
- custom bit shader / Creating a custom bit shader
- CylinderGeometry
- about / CylinderGeometry
- property / CylinderGeometry
- CylinderMesh / Basic supported shapes
D
- 3D file format
- geometry, importing from / Importing from 3D file formats
- 3D object
- viewing / Rendering and viewing a 3D object
- rendering / Rendering and viewing a 3D object
- 3D text
- creating / Creating 3D text
- rendering, TextGeometry used / Rendering text
- rendering / Rendering text
- custom font, adding / Adding custom fonts
- dashSize property / The LineDashedMaterial
- dat.GUI library
- debug property / TubeGeometry
- depth property / CubeGeometry
- depthSegments property / CubeGeometry
- depthTest property / Advanced properties, Working with sprites
- depthWrite property / Advanced properties, Using textures to style particles, Working with sprites
- detail property / PolyhedronGeometry
- DirectionalLight
- distance argument / LensFlare
- distance property / PointLight – the light that shines in all directions
- DOFConstraint / Using constraints to limit movement of objects
- used, for creating detailed control / Creating detailed control with the DOFConstraint
- about / Creating detailed control with the DOFConstraint
- DotScreenPass / Post processing passes
- using / Outputting the scene as a set of dots with the DotScreenPass
- property / Outputting the scene as a set of dots with the DotScreenPass
- center property / Outputting the scene as a set of dots with the DotScreenPass
- angle property / Outputting the scene as a set of dots with the DotScreenPass
- scale property / Outputting the scene as a set of dots with the DotScreenPass
- draw function / Using HTML5 canvas with the CanvasRenderer class
E
- easing
- about / Animating with Tween.js
- easing() function / Animating with Tween.js
- EdgeShader / Using the ShaderPass for custom effects
- EffectComposer object
- creating / Creating the EffectComposer object
- configuring / Configuring the EffectComposer object for post processing
- render loop, updating / Updating the render loop
- emissive property / The MeshLambertMaterial for dull, non-shiny surfaces, The MeshPhongMaterial for shiny objects
- environment map
- used, for creating fake reflections / Creating fake reflections using an environment map
- envMap property / Creating fake reflections using an environment map
- exponent property / SpotLight – the light with a cone effect
- external models
- used, for creating animation / Creating animations using external models
- ExtrudeGeometry
- about / ExtrudeGeometry
- extrudeMaterial property / ExtrudeGeometry, Rendering text
- extrudePath property / ExtrudeGeometry, Rendering text
- extruding
- from SVG / Extrude from SVG
F
- face / The properties and functions of a geometry
- faces property / PolyhedronGeometry
- fake reflections
- creating, environment map used / Creating fake reflections using an environment map
- fake shadows
- creating, light map used / Creating fake shadows using a light map
- far property / Adding the fog effect to the scene, The orthographic camera versus the perspective camera, The MeshDepthMaterial for depth-based coloring
- file format
- supported, by Three.js / Loading geometries from external resources
- FilmPass / Post processing passes
- using, to create TV-like effect / Using the FilmPass to create a TV-like effect
- property / Using the FilmPass to create a TV-like effect
- noiseIntensity property / Using the FilmPass to create a TV-like effect
- scanlinesIntensity property / Using the FilmPass to create a TV-like effect
- scanlinesCount property / Using the FilmPass to create a TV-like effect
- grayscale property / Using the FilmPass to create a TV-like effect
- FirstPersonControls / Working with the camera, FirstPersonControls
- FlyControls / Working with the camera, FlyControls
- FocusShader / Using the ShaderPass for custom effects
- fog effect
- adding, to Three.js scene / Adding the fog effect to the scene
- fog property / Adding the fog effect to the scene, Using the overrideMaterial property, The MeshBasicMaterial for simple surfaces, Creating your own shaders with the ShaderMaterial, The LineBasicMaterial, Particles, the particle system, and the BasicParticleMaterial, Working with sprites
- font property / Rendering text, Adding custom fonts
- fov property / The orthographic camera versus the perspective camera
- fragmentShader
- friction property / Material properties
- function property / ParametricGeometry
- FXAAShader / Using the ShaderPass for custom effects
G
- gapSize property / The LineDashedMaterial
- generateSprite() function / Creating a particle system from an advanced geometry
- geometry
- property / The properties and functions of a geometry
- functions / The properties and functions of a geometry
- about / The basic geometries provided by Three.js
- two-dimensional geometry / The basic geometries provided by Three.js
- three-dimensional geometry / The basic geometries provided by Three.js
- grouping and merging / Geometry grouping and merging
- loading, from external resource / Loading geometries from external resources
- saving, in JSON file format / Saving and loading a geometry
- loading, in JSON file format / Saving and loading a geometry
- importing, from 3D file format / Importing from 3D file formats
- importing, from OBJ file format / OBJ and MTL format
- importing, from MTL file format / OBJ and MTL format
- geometry, grouping and merging / Geometry grouping and merging
- objects, grouping together / Grouping objects together
- multiple meshes, merging / Merging multiple meshes into a single mesh
- getChildByName(name) function / Using the overrideMaterial property
- getDelta() function / TrackballControls
- getHex() function / Using the THREE.Color() object
- getHexString() function / Using the THREE.Color() object
- getHSV() function / Using the THREE.Color() object
- getStyle() function / Using the THREE.Color() object
- getTexture() function / Working with sprites
- getTexture() method / Using HTML5 canvas with the WebGLRenderer class
- Git client
- git command line tool / Using Git to clone the repository
- GitHub
- about / Getting the source code
- URL / Getting the source code
- used, for getting source code / Using Git to clone the repository
- Gosper curve
- URL / The LineBasicMaterial
- grayscale property / Using the FilmPass to create a TV-like effect
- groundColor property / HemisphereLight
H
- Head-Up display (HUD) / Working with sprites
- HeightfieldMesh / Basic supported shapes
- height property / PlaneGeometry, CubeGeometry, CylinderGeometry, Rendering text
- heightScale property / TorusKnotGeometry
- heightSegments property / PlaneGeometry, CubeGeometry, SphereGeometry
- helvetiker font / Adding custom fonts
- HemisphereLight
- about / Exploring the lights provided by Three.js, HemisphereLight
- groundColor property / HemisphereLight
- Color property / HemisphereLight
- intensity property / HemisphereLight
- HingeConstraint / Using constraints to limit movement of objects
- used, for creating door-like constraints / Creating door-like constraints with a HingeConstraint
- about / Creating door-like constraints with a HingeConstraint
- parameters / Creating door-like constraints with a HingeConstraint
- holes property
- about / ShapeGeometry
- HorizontalBlurShader / Using the ShaderPass for custom effects
- HorizontalTiltShiftShader / Using the ShaderPass for custom effects
- HTML5 canvas
- particles, styling / Styling particles with the HTML5 canvas
- using, with CanvasRenderer / Using HTML5 canvas with the CanvasRenderer class
- using, with WebGLRenderer class / Using HTML5 canvas with the WebGLRenderer class
- HTML skeleton page
- creating / Creating an HTML skeleton page
- HueSaturationShader / Using the ShaderPass for custom effects
I
- IcosahedronGeometry
- about / IcosahedronGeometry
- ID property / Basic properties
- init() function / PathControl
- installation, Three.js exporter
- in Blender / Installing the Three.js exporter in Blender
- intensity property / PointLight – the light that shines in all directions, HemisphereLight
- intersect function / Using binary operations to combine meshes, The intersect function
J
- JSON file format / Loading geometries from external resources
- geometry, loading in / Saving and loading a geometry
- geometry, saving in / Saving and loading a geometry
- scene, saving / Saving and loading a scene
- scene, loading / Saving and loading a scene
K
- kernelSize property / Adding a bloom effect to the scene with the BloomPass
L
- LatheGeometry
- about / LatheGeometry
- property / LatheGeometry
- points property / LatheGeometry
- segments property / LatheGeometry
- phiStart property / LatheGeometry
- phiLength property / LatheGeometry
- left property / The orthographic camera versus the perspective camera
- LensFlare
- lerp(color, alpha) function / Using the THREE.Color() object
- light map
- used, for creating fake shadows / Creating fake shadows using a light map
- about / Creating fake shadows using a light map
- lightMap property / Creating fake shadows using a light map
- lights / Creating a scene
- adding / Adding materials, lights, and shadows
- about / Exploring the lights provided by Three.js
- basic lights / Exploring the lights provided by Three.js
- special lights / Exploring the lights provided by Three.js
- SpotLight / SpotLight – the light with a cone effect
- LineBasicMaterial
- about / The LineBasicMaterial
- color property / The LineBasicMaterial
- linewidth property / The LineBasicMaterial
- LineCap property / The LineBasicMaterial
- LineJoin property / The LineBasicMaterial
- vertexColors property / The LineBasicMaterial
- fog property / The LineBasicMaterial
- LineCap property / The LineBasicMaterial
- LineDashedMaterial
- about / The LineDashedMaterial
- scale property / The LineDashedMaterial
- dashSize property / The LineDashedMaterial
- gapSize property / The LineDashedMaterial
- LineJoin property / The LineBasicMaterial
- linewidth property / The LineBasicMaterial
- literally library / Using canvas as a texture
- load function / Saving and loading a geometry
- loadTexture() function / Using textures to style particles, Loading a texture and applying it to mesh
- lookAt() function / Rendering and viewing a 3D object, Working with the camera, PathControl
M
- map property / Particles, the particle system, and the BasicParticleMaterial, Using HTML5 canvas with the WebGLRenderer class, Using textures to style particles, Working with sprites, Using a bump map to create wrinkles
- MaskPass / Post processing passes
- used, for creating advanced EffectComposer object / Advanced EffectComposer flows by using masks
- material property / ExtrudeGeometry, Rendering text
- materials
- adding / Adding materials, lights, and shadows
- basic properties / Understanding the common material properties, Basic properties
- blending properties / Understanding the common material properties, Blending properties
- advanced properties / Understanding the common material properties, Advanced properties
- simple materials / Starting with the simple Mesh materials (basic, depth, and face)
- advanced materials / Learning about the advanced materials
- Math.tan() function / SpotLight – the light with a cone effect
- MD2 model / Creating animations using external models
- animation, loading from / Animation loaded from a Quake model
- mesh
- functions / The functions and attributes for a mesh
- property / The functions and attributes for a mesh
- combining, binary operation used / Using binary operations to combine meshes
- texture, applying to / Loading a texture and applying it to mesh
- MeshBasicMaterial
- about / The MeshBasicMaterial for simple surfaces
- color property / The MeshBasicMaterial for simple surfaces
- wireframe property / The MeshBasicMaterial for simple surfaces
- wireframeLinewidth property / The MeshBasicMaterial for simple surfaces
- wireframeLinecap property / The MeshBasicMaterial for simple surfaces
- wireframeLinejoin property / The MeshBasicMaterial for simple surfaces
- shading property / The MeshBasicMaterial for simple surfaces
- vertexColors property / The MeshBasicMaterial for simple surfaces
- fog property / The MeshBasicMaterial for simple surfaces
- MeshDepthMaterial
- about / The MeshDepthMaterial for depth-based coloring
- wireframe property / The MeshDepthMaterial for depth-based coloring
- wireframeLinewidth property / The MeshDepthMaterial for depth-based coloring
- meshes, Physijs / Basic supported shapes
- PlaneMesh / Basic supported shapes
- BoxMesh / Basic supported shapes
- SphereMesh / Basic supported shapes
- CylinderMesh / Basic supported shapes
- ConeMesh / Basic supported shapes
- CapsuleMesh / Basic supported shapes
- ConvexMesh / Basic supported shapes
- ConcaveMesh / Basic supported shapes
- HeightfieldMesh / Basic supported shapes
- MeshFaceMaterial
- MeshLambertMaterial
- about / The MeshLambertMaterial for dull, non-shiny surfaces
- ambient property / The MeshLambertMaterial for dull, non-shiny surfaces
- emissive property / The MeshLambertMaterial for dull, non-shiny surfaces
- MeshNormalMaterial
- about / The MeshNormalMaterial for normal-based colors
- wireframe property / The MeshNormalMaterial for normal-based colors
- wireframeLinewidth property / The MeshNormalMaterial for normal-based colors
- shading property / The MeshNormalMaterial for normal-based colors
- MeshPhongMaterial
- about / The MeshPhongMaterial for shiny objects
- ambient property / The MeshPhongMaterial for shiny objects
- emissive property / The MeshPhongMaterial for shiny objects
- specular property / The MeshPhongMaterial for shiny objects
- shininess property / The MeshPhongMaterial for shiny objects
- mesh_a parameter / Creating door-like constraints with a HingeConstraint, Limiting movement to a single axis with a SliderConstraint
- mesh_b parameter / Creating door-like constraints with a HingeConstraint, Limiting movement to a single axis with a SliderConstraint
- mipmap / Loading a texture and applying it to mesh
- MirrorShader / Using the ShaderPass for custom effects
- model
- loading, from Blender / Loading and exporting a model from Blender
- exporting, from Blender / Loading and exporting a model from Blender
- Mongoose
- about / Portable version of Mongoose for Mac/Windows
- URL, for downloading / Portable version of Mongoose for Mac/Windows
- morph animation / Creating bones animation using Blender
- MorphAnimMesh
- animation with / Animation with MorphAnimMesh
- morph target
- used, for defining animation / Morphing and skeletal animation, Animation with morph targets
- morphTargetInfluence property
- setting, to create animation / Creating an animation by setting the morphTargetInfluence property
- MTL file format / Loading geometries from external resources
- geometry, importing from / OBJ and MTL format
- multiple meshes
- merging, into single mesh / Merging multiple meshes into a single mesh
- multiple renderers
- output, displaying / Showing the output of multiple renderers on the same screen
- multiply(color) function / Using the THREE.Color() object
- multiplyScalar(s) function / Using the THREE.Color() object
N
- name property / Basic properties
- near property / Adding the fog effect to the scene, The orthographic camera versus the perspective camera, The MeshDepthMaterial for depth-based coloring
- needsUpdate property / Basic properties, Using canvas as a texture
- noiseIntensity property / Using the FilmPass to create a TV-like effect
- normal map
- normalMap property / Using more detailed bumps and wrinkles with a normal map
- Notepad++ / Requirements for using Three.js
- NPM-based approach
O
- objects / Creating a scene
- grouping together / Grouping objects together
- selecting / Selecting objects
- OBJ file format / Loading geometries from external resources
- geometry, importing from / OBJ and MTL format
- onlyShadow property / SpotLight – the light with a cone effect
- opacity attribute / Using HTML5 canvas with the CanvasRenderer class
- opacity property / Basic properties, Particles, the particle system, and the BasicParticleMaterial, Working with sprites
- openCTM / Loading geometries from external resources
- openEnded property / CylinderGeometry
- OpenGL Shading Language (GLSL) / Custom grayscale shader
- URL / Custom grayscale shader
- OrbitControls / Working with the camera, OrbitControl
- orthographic camera / Using the available cameras for different uses
- vs, perspective camera / The orthographic camera versus the perspective camera
- OrthographicCamera object
- property / The orthographic camera versus the perspective camera
- left property / The orthographic camera versus the perspective camera
- right property / The orthographic camera versus the perspective camera
- top property / The orthographic camera versus the perspective camera
- bottom property / The orthographic camera versus the perspective camera
- near property / The orthographic camera versus the perspective camera
- far property / The orthographic camera versus the perspective camera
- overdraw property / Basic properties
- overrideMaterial property / Using the overrideMaterial property
P
- parameters, HingeConstraint
- parameters, PointConstraint / Using PointConstraint to limit movement between two points
- ParametricGeometry
- about / ParametricGeometry
- function property / ParametricGeometry
- slices property / ParametricGeometry
- stacks property / ParametricGeometry
- useTris property / ParametricGeometry
- parse method / Saving and loading a geometry
- ParticleBasicMaterial object
- properties, setting / Particles, the particle system, and the BasicParticleMaterial
- ParticleCanvasMaterial
- attributes, setting / Using HTML5 canvas with the CanvasRenderer class
- particles
- about / Understanding particles
- creating / Understanding particles, Particles, the particle system, and the BasicParticleMaterial
- styling, with HTML5 canvas / Styling particles with the HTML5 canvas
- styling, texture used / Using textures to style particles
- ParticleSystem
- particle system
- ParticleSystem class / Particles, the particle system, and the BasicParticleMaterial
- passes, post processing
- about / Post processing passes
- BloomPass / Post processing passes
- DotScreenPass / Post processing passes
- FilmPass / Post processing passes
- MaskPass / Post processing passes
- RenderPass / Post processing passes
- SavePass / Post processing passes
- ShaderPass / Post processing passes
- TexturePass / Post processing passes
- PathControls / Working with the camera, PathControl
- path property / TubeGeometry
- PDB
- PDB file format / Loading geometries from external resources
- loading / Showing proteins from the protein databank
- proteins, displaying / Showing proteins from the protein databank
- perlin.noise function / Using canvas as a bump map
- Perlin noise / Using canvas as a bump map
- perspective camera / Using the available cameras for different uses
- vs, orthographic camera / The orthographic camera versus the perspective camera
- PerspectiveCamera object
- property / The orthographic camera versus the perspective camera
- fov property / The orthographic camera versus the perspective camera
- aspect property / The orthographic camera versus the perspective camera
- near property / The orthographic camera versus the perspective camera
- far property / The orthographic camera versus the perspective camera
- phiLength property / SphereGeometry, LatheGeometry
- phiStart property / SphereGeometry, LatheGeometry
- Physijs
- Three.js scene, creating for / Creating a basic Three.js scene ready for Physijs
- shapes, supported / Basic supported shapes
- meshes / Basic supported shapes
- constraints / Using constraints to limit movement of objects
- Physijs material
- friction property / Material properties
- restitution property / Material properties
- PlaneGeometry
- about / PlaneGeometry
- property / PlaneGeometry
- PlaneMesh / Basic supported shapes
- plane object / Rendering and viewing a 3D object
- playAnimation function / Animation loaded from a Quake model
- PLY file format / Loading geometries from external resources
- working with / Creating a particle system from a PLY model
- particle system, creating / Creating a particle system from a PLY model
- PointConstraint / Using constraints to limit movement of objects
- PointLight
- about / Exploring the lights provided by Three.js, PointLight – the light that shines in all directions
- color property / PointLight – the light that shines in all directions
- intensity property / PointLight – the light that shines in all directions
- distance property / PointLight – the light that shines in all directions
- position property / PointLight – the light that shines in all directions
- visible property / PointLight – the light that shines in all directions
- points property / LatheGeometry
- polygonOffsetFactor property / Advanced properties
- polygonOffset property / Advanced properties
- polygonOffsetUnits property / Advanced properties
- PolyhedronGeometry
- about / PolyhedronGeometry
- property / PolyhedronGeometry
- IcosahedronGeometry / IcosahedronGeometry
- TetrahedronGeometry / TetrahedronGeometry
- PolyhedronGeometry
- TetrahedronGeometry / Octahedron
- position parameter / Creating door-like constraints with a HingeConstraint, Limiting movement to a single axis with a SliderConstraint
- position property / The functions and attributes for a mesh, PointLight – the light that shines in all directions
- post processing
- setting up / Setting up the post processing
- EffectComposer object, creating / Creating the EffectComposer object
- EffectComposer object, configuring / Configuring the EffectComposer object for post processing
- passes / Post processing passes
- simple passes / Simple post processing passes
- p property / TorusKnotGeometry
- program attribute / Using HTML5 canvas with the CanvasRenderer class
- property, DirectionalLight / DirectionalLight – for a far away sun-like light source
- Python-based approach
Q
- q property / TorusKnotGeometry
R
- radialSegments property / TorusGeometry, TorusKnotGeometry
- radiusBottom property / CylinderGeometry
- radius property / CircleGeometry, SphereGeometry, TorusGeometry, TorusKnotGeometry, PolyhedronGeometry, TubeGeometry
- radiusSegments property / TubeGeometry
- radiusTop property / CylinderGeometry
- reflection property / Creating fake reflections using an environment map
- reflectivity property / Creating fake reflections using an environment map
- refraction property / Creating fake reflections using an environment map
- remove() function / Basic functionality of the scene
- remove(object) function / Using the overrideMaterial property
- render() function / Introducing the requestAnimationFrame() method, Animating the cube, Bouncing the ball, Basic functionality of the scene, Basic animations, Updating the render loop, Showing the output of multiple renderers on the same screen
- render loop
- updating / Updating the render loop
- RenderPass / Post processing passes
- renderScene() function / Introducing the requestAnimationFrame() method
- repeat wrapping / Repeat wrapping
- repository
- reference link / Using Git to clone the repository
- requestAnimationFrame() method / Introducing the requestAnimationFrame() method, Animating the cube
- Resolution property / Adding a bloom effect to the scene with the BloomPass
- restitution property / Material properties
- RGBShiftShader / Using the ShaderPass for custom effects
- right property / The orthographic camera versus the perspective camera
- RollControls / Working with the camera, RollControls
- rotation property / Bouncing the ball, The functions and attributes for a mesh
S
- SavePass / Post processing passes
- scaleByViewport property / Working with sprites
- scale property / The functions and attributes for a mesh, The LineDashedMaterial, Outputting the scene as a set of dots with the DotScreenPass
- scanlinesCount property / Using the FilmPass to create a TV-like effect
- scanlinesIntensity property / Using the FilmPass to create a TV-like effect
- scene
- loading / Saving and loading a scene
- saving / Saving and loading a scene
- scene.add() function / Rendering and viewing a 3D object
- Scene.Add() function / Basic functionality of the scene
- Scene.children() function / Basic functionality of the scene
- Scene.getChildByName() function / Basic functionality of the scene
- Scene.Remove() function / Basic functionality of the scene
- Scene object
- function / Using the overrideMaterial property
- property / Using the overrideMaterial property
- segments property / CircleGeometry, LatheGeometry, TubeGeometry
- segmentsX property / CylinderGeometry
- segmentsY property / CylinderGeometry
- SepiaShader / Using the ShaderPass for custom effects
- set(value) function / Using the THREE.Color() object
- setHex(value) function / Using the THREE.Color() object
- setHSL() method / The LineBasicMaterial
- setHSV(h,s,v) function / Using the THREE.Color() object
- setInterval() function / Introducing the requestAnimationFrame() method
- setInterval() method / Expanding your first scene with animations
- setLimit function / Creating a ball joint-like constraint with the ConeTwist Constraint
- setLimits function
- about / Creating door-like constraints with a HingeConstraint
- low parameter / Creating door-like constraints with a HingeConstraint
- high parameter / Creating door-like constraints with a HingeConstraint
- bias_factor parameter / Creating door-like constraints with a HingeConstraint
- relaxation_factor parameter / Creating door-like constraints with a HingeConstraint
- setMode() function / Introducing the requestAnimationFrame() method
- setRGB(r,g,b) function / Using the THREE.Color() object
- setSize() function / Rendering and viewing a 3D object
- setStyle(style) function / Using the THREE.Color() object
- shader
- about / Creating your own shaders with the ShaderMaterial
- creating, with ShaderMaterial / Creating your own shaders with the ShaderMaterial
- simple shaders / Using the ShaderPass for custom effects
- blurring shaders / Using the ShaderPass for custom effects
- advanced shaders / Using the ShaderPass for custom effects
- ShaderMaterial
- about / Creating your own shaders with the ShaderMaterial
- shader, creating with / Creating your own shaders with the ShaderMaterial
- wireframe property / Creating your own shaders with the ShaderMaterial
- wireframeLinewidth property / Creating your own shaders with the ShaderMaterial
- shading property / Creating your own shaders with the ShaderMaterial
- vertexColors property / Creating your own shaders with the ShaderMaterial
- fog property / Creating your own shaders with the ShaderMaterial
- vertexShader / Creating your own shaders with the ShaderMaterial
- fragmentShader / Creating your own shaders with the ShaderMaterial
- ShaderPass / Post processing passes
- using, for custom effects / Using the ShaderPass for custom effects
- shadertoy
- shading property / The MeshBasicMaterial for simple surfaces, The MeshNormalMaterial for normal-based colors, Creating your own shaders with the ShaderMaterial
- shadowBias property / SpotLight – the light with a cone effect
- shadowCameraFar property / SpotLight – the light with a cone effect
- shadowCameraFov property / SpotLight – the light with a cone effect
- shadowCameraNear property / SpotLight – the light with a cone effect
- shadowCameraVisible property / SpotLight – the light with a cone effect
- shadowDarkness property / SpotLight – the light with a cone effect
- shadowMapHeight property / SpotLight – the light with a cone effect
- shadowMapWidth property / SpotLight – the light with a cone effect
- shadows
- ShapeGeometry
- about / ShapeGeometry
- shapes, Physijs / Basic supported shapes
- shininess property / The MeshPhongMaterial for shiny objects
- side property / Basic properties, The MeshBasicMaterial for simple surfaces
- sigma property / Adding a bloom effect to the scene with the BloomPass
- simple materials
- MeshBasicMaterial / Starting with the simple Mesh materials (basic, depth, and face), The MeshBasicMaterial for simple surfaces
- MeshDepthMaterial / Starting with the simple Mesh materials (basic, depth, and face), The MeshDepthMaterial for depth-based coloring
- MeshNormalMaterial / Starting with the simple Mesh materials (basic, depth, and face), The MeshNormalMaterial for normal-based colors
- MeshFaceMaterial / Starting with the simple Mesh materials (basic, depth, and face), The MeshFaceMaterial for assigning a material to each face
- about / The MeshBasicMaterial for simple surfaces
- combining / Combining the materials
- LineDashedMaterial / The LineBasicMaterial, The LineDashedMaterial
- simple passes, post processing
- about / Simple post processing passes
- simple shaders
- about / Using the ShaderPass for custom effects, Simple shaders
- MirrorShader / Using the ShaderPass for custom effects
- HueSaturationShader / Using the ShaderPass for custom effects
- VignetteShader / Using the ShaderPass for custom effects
- ColorCorrectionShader / Using the ShaderPass for custom effects
- RGBShiftShader / Using the ShaderPass for custom effects
- BrightnessContrastShader / Using the ShaderPass for custom effects
- ColorifyShader / Using the ShaderPass for custom effects
- SepiaShader / Using the ShaderPass for custom effects
- sizeAnnutation property / Particles, the particle system, and the BasicParticleMaterial, Working with sprites
- size argument / LensFlare
- size property / Rendering text, Particles, the particle system, and the BasicParticleMaterial
- skeletal animation
- used, for defining animation / Morphing and skeletal animation
- skinning
- used, in animation / Animation using bones and skinning
- slices property / ParametricGeometry
- SliderConstraint / Using constraints to limit movement of objects
- about / Limiting movement to a single axis with a SliderConstraint
- using / Limiting movement to a single axis with a SliderConstraint
- mesh_a parameter / Limiting movement to a single axis with a SliderConstraint
- mesh_b parameter / Limiting movement to a single axis with a SliderConstraint
- position parameter / Limiting movement to a single axis with a SliderConstraint
- axis parameter / Limiting movement to a single axis with a SliderConstraint
- limits, setting / Limiting movement to a single axis with a SliderConstraint
- source code
- getting / Getting the source code
- getting, GitHub used / Using Git to clone the repository
- getting, by downloading archive / Downloading and extracting the archive
- getting, by extracting archive / Downloading and extracting the archive
- testing / Testing the examples
- source code, testing
- Python-based approach / Python-based approach should work on most Unix/Mac systems
- NPM-based approach / NPM-based approach if you've got Node.js installed
- Mongoose / Portable version of Mongoose for Mac/Windows
- special lights
- about / Exploring the lights provided by Three.js
- HemisphereLight / Exploring the lights provided by Three.js, HemisphereLight
- AreaLight / Exploring the lights provided by Three.js, AreaLight
- LensFlare / Exploring the lights provided by Three.js, LensFlare
- using / Using special lights for advanced lighting
- specular map
- about / Specular map
- specular property / The MeshPhongMaterial for shiny objects, Specular map
- SphereGeometry
- about / SphereGeometry
- property / SphereGeometry
- SphereMesh / Basic supported shapes
- sphere object / Rendering and viewing a 3D object
- SpotLight
- about / Exploring the lights provided by Three.js, SpotLight – the light with a cone effect
- castShadow property / SpotLight – the light with a cone effect
- shadowCameraNear property / SpotLight – the light with a cone effect
- shadowCameraFar property / SpotLight – the light with a cone effect
- shadowCameraFov property / SpotLight – the light with a cone effect
- target property / SpotLight – the light with a cone effect
- shadowBias property / SpotLight – the light with a cone effect
- angle property / SpotLight – the light with a cone effect
- exponent property / SpotLight – the light with a cone effect
- onlyShadow property / SpotLight – the light with a cone effect
- shadowCameraVisible property / SpotLight – the light with a cone effect
- shadowDarkness property / SpotLight – the light with a cone effect
- shadowMapWidth property / SpotLight – the light with a cone effect
- shadowMapHeight property / SpotLight – the light with a cone effect
- SpotLight() method / Adding materials, lights, and shadows
- sprite
- about / Working with sprites
- creating / Working with sprites
- stacks property / ParametricGeometry
- stencilBuffer property / Advanced EffectComposer flows by using masks
- steps property / ExtrudeGeometry, Rendering text
- STL
- STL file format / Loading geometries from external resources
- loading / Loading STL, CTM, and VTK models
- Strength property / Adding a bloom effect to the scene with the BloomPass
- style property / Rendering text
- Sublime Text Editor / Requirements for using Three.js
- URL, for downloading / Requirements for using Three.js
- subtract function / Using binary operations to combine meshes, The subtract function
- SVG
- extruding from / Extrude from SVG
- about / Extrude from SVG
T
- target property / SpotLight – the light with a cone effect
- TetrahedronGeometry
- about / TetrahedronGeometry, Octahedron
- texels / Loading a texture and applying it to mesh
- TextGeometry
- size property / Rendering text
- height property / Rendering text
- weight property / Rendering text
- font property / Rendering text
- style property / Rendering text
- bevelThickness property / Rendering text
- bevelSize property / Rendering text
- bevelSegments property / Rendering text
- bevelEnabled property / Rendering text
- curveSegments property / Rendering text
- steps property / Rendering text
- extrudePath property / Rendering text
- material property / Rendering text
- extrudeMaterial property / Rendering text
- TextGeometry
- used, for rendering 3D text / Rendering text
- texture
- used, for styling particles / Using textures to style particles
- using / Using textures in materials
- loading / Loading a texture and applying it to mesh
- applying, to mesh / Loading a texture and applying it to mesh
- advanced usage / Advanced usage of textures
- repeat wrapping / Repeat wrapping
- texture2D() function / Custom grayscale shader
- texture argument / LensFlare
- TexturePass / Post processing passes
- thetaLength property / CircleGeometry, SphereGeometry
- thetaStart property / CircleGeometry, SphereGeometry
- three-dimensional geometry / The basic geometries provided by Three.js, Three-dimensional geometries
- CubeGeometry / CubeGeometry
- SphereGeometry / SphereGeometry
- CylinderGeometry / CylinderGeometry
- TorusGeometry / TorusGeometry
- TorusKnotGeometry / TorusKnotGeometry
- PolyhedronGeometry / PolyhedronGeometry
- THREE.Color() object
- about / Using the THREE.Color() object
- using / Using the THREE.Color() object
- set(value) function / Using the THREE.Color() object
- setHex(value) function / Using the THREE.Color() object
- setRGB(r,g,b) function / Using the THREE.Color() object
- setHSV(h,s,v) function / Using the THREE.Color() object
- setStyle(style) function / Using the THREE.Color() object
- copy(color) function / Using the THREE.Color() object
- copyGammaToLinear(color) function / Using the THREE.Color() object
- copyLinearToGamma(color) function / Using the THREE.Color() object
- convertGammaToLinear() function / Using the THREE.Color() object
- convertLinearToGamma() function / Using the THREE.Color() object
- getHex() function / Using the THREE.Color() object
- getHexString() function / Using the THREE.Color() object
- getStyle() function / Using the THREE.Color() object
- getHSV() function / Using the THREE.Color() object
- add(color) function / Using the THREE.Color() object
- addColors(color1, color2) function / Using the THREE.Color() object
- addScalar(s) function / Using the THREE.Color() object
- multiply(color) function / Using the THREE.Color() object
- multiplyScalar(s) function / Using the THREE.Color() object
- lerp(color, alpha) function / Using the THREE.Color() object
- clone() function / Using the THREE.Color() object
- Three.js
- using, requisites / Requirements for using Three.js
- versions / Creating an HTML skeleton page
- lights / Exploring the lights provided by Three.js
- geometry / The basic geometries provided by Three.js
- particles / Understanding particles
- sprite / Working with sprites
- file format, supported by / Loading geometries from external resources
- animation / Basic animations, Simple animations
- camera / Working with the camera
- Three.js, requisites
- WebStorm / Requirements for using Three.js
- Notepad++ / Requirements for using Three.js
- Sublime Text Editor / Requirements for using Three.js
- Three.js exporter
- installing, in Blender / Installing the Three.js exporter in Blender
- Three.js scene
- creating / Rendering and viewing a 3D object
- materials, adding / Adding materials, lights, and shadows
- lights, adding / Adding materials, lights, and shadows
- shadows, adding / Adding materials, lights, and shadows
- animating / Expanding your first scene with animations
- cube, animating / Animating the cube
- ball, bouncing / Bouncing the ball
- components / Creating a scene
- creating, for Physijs / Creating a basic Three.js scene ready for Physijs
- Three.js Scene
- creating / Creating a scene
- functionality / Basic functionality of the scene
- fog effect, adding / Adding the fog effect to the scene
- THREE.LensFlare object
- ThreeBSP
- about / Using binary operations to combine meshes
- URL / Using binary operations to combine meshes
- intersect function / Using binary operations to combine meshes, The intersect function
- union function / Using binary operations to combine meshes, The union function
- subtract function / Using binary operations to combine meshes, The subtract function
- top property / The orthographic camera versus the perspective camera
- TorusGeometry
- about / TorusGeometry
- property / TorusGeometry
- TorusKnotGeometry
- about / TorusKnotGeometry
- property / TorusKnotGeometry
- TrackBallControls / Working with the camera, TrackballControls
- translate() function / The properties and functions of a geometry
- translate function / The functions and attributes for a mesh
- translateX(amount) function / The functions and attributes for a mesh
- translateY(amount) function / The functions and attributes for a mesh
- translateZ(amount) function / The functions and attributes for a mesh
- transparent attribute / Using HTML5 canvas with the CanvasRenderer class
- transparent property / Basic properties, Combining the materials, Particles, the particle system, and the BasicParticleMaterial
- traverse() function / Basic functionality of the scene, Using the overrideMaterial property
- TriangleBlurShader / Using the ShaderPass for custom effects
- tube
- property / TorusKnotGeometry
- TubeGeometry
- about / TubeGeometry
- path property / TubeGeometry
- segments property / TubeGeometry
- radius property / TubeGeometry
- radiusSegments property / TubeGeometry
- closed property / TubeGeometry
- debug property / TubeGeometry
- tube property / TorusGeometry
- tubularSegments property / TorusGeometry, TorusKnotGeometry
- Tween.js
- about / Animating with Tween.js
- animating with / Animating with Tween.js
- URL / Animating with Tween.js
- tweening / Animating with Tween.js
- two-dimensional geometry / The basic geometries provided by Three.js
- PlaneGeometry / PlaneGeometry
- CircleGeometry / CircleGeometry
- ShapeGeometry / ShapeGeometry
- typeface.js
- URL / Adding custom fonts
- about / Adding custom fonts
U
- UglifyJS / Creating an HTML skeleton page
- uniforms property / Using the FilmPass to create a TV-like effect
- union function / Using binary operations to combine meshes, The union function
- update method / Animation using bones and skinning
- useScreenCoordinates property / Working with sprites
- useTris property / ParametricGeometry
- UV mapping / Loading a texture and applying it to mesh
- about / Custom UV mapping
- customizing / Custom UV mapping
- uvOffset property / Working with sprites
- uvScale property / Working with sprites
V
- vertexColors property / The MeshBasicMaterial for simple surfaces, Creating your own shaders with the ShaderMaterial, The LineBasicMaterial, Particles, the particle system, and the BasicParticleMaterial
- vertexShader
- VerticalBlurShader / Using the ShaderPass for custom effects
- VerticalTiltShiftShader / Using the ShaderPass for custom effects
- vertices / The properties and functions of a geometry
- vertices property / PolyhedronGeometry
- video element
- using, as texture / Using the output from a video as a texture
- VignetteShader / Using the ShaderPass for custom effects
- visible property / PointLight – the light that shines in all directions, Basic properties
- VTK file format / Loading geometries from external resources
- loading / Loading STL, CTM, and VTK models
W
- waypoints property / PathControl
- WebGL
- WebGLRenderer class
- HTML5 canvas, using with / Using HTML5 canvas with the WebGLRenderer class
- WebStorm / Requirements for using Three.js
- web workers
- weight property / Rendering text
- width property / PlaneGeometry, CubeGeometry
- widthSegments property / PlaneGeometry, CubeGeometry, SphereGeometry
- wireframeLinecap property / The MeshBasicMaterial for simple surfaces
- wireframeLinejoin property / The MeshBasicMaterial for simple surfaces
- wireframeLinewidth property / The MeshBasicMaterial for simple surfaces, The MeshNormalMaterial for normal-based colors, Creating your own shaders with the ShaderMaterial
- wireframe property / The MeshBasicMaterial for simple surfaces, The MeshDepthMaterial for depth-based coloring, The MeshNormalMaterial for normal-based colors, Creating your own shaders with the ShaderMaterial
- wrapS property / Repeat wrapping
- wrapT property / Repeat wrapping