Book Image

Learn Three.js - Fourth Edition

By : Jos Dirksen
5 (1)
Book Image

Learn Three.js - Fourth Edition

5 (1)
By: Jos Dirksen

Overview of this book

Three.js has become the industry standard for creating stunning 3D WebGL content. In this edition, you’ll learn about all the features of Three.js and understand how to integrate it with the newest physics engines. You'll also develop a strong grip on creating and animating immersive 3D scenes directly in your browser, reaping the full potential of WebGL and modern browsers. The book starts with the basic concepts and building blocks used in Three.js and helps you explore these essential topics in detail through extensive examples and code samples. You'll learn how to create realistic-looking 3D objects using textures and materials and how to load existing models from an external source. Next, you'll understand how to control the camera using the Three.js built-in camera controls, which will enable you to fly or walk around the 3D scene you've created. Later chapters will cover the use of HTML5 video and canvas elements as materials for your 3D objects to animate your models. You’ll learn how to use morph targets and skeleton-based animation, before understanding how to add physics, such as gravity and collision detection, to your scene. Finally, you’ll master combining Blender with Three.js and creating VR and AR scenes. By the end of this book, you'll be well-equipped to create 3D-animated graphics using Three.js.
Table of Contents (21 chapters)
Part 1: Getting Up and Running
Part 2: Working with the Three.js Core Components
Chapter 5: Learning to Work with Geometries
Part 3: Particle Clouds, Loading and Animating Models
Part 4: Post-Processing, Physics, and Sounds

Setting up Three.js for postprocessing

To set up Three.js for postprocessing, we have to make a couple of changes to our current setup, as follows:

  1. Create EffectComposer, which can be used to add postprocessing passes.
  2. Configure EffectComposer so that it can render our scene and apply any additional postprocessing steps.
  3. In the render loop, use EffectComposer to render the scene, apply the configured postprocessing steps, and show the output.

As always, we will show an example that you can use to experiment with and adapt for your own purposes. The first example in this chapter can be accessed from basic-setup.html. You can use the menu in the top-right corner to modify the properties of the postprocessing step used in this example. In this example, we will render the mushroom man from Chapter 9, Animation and Moving the Camera, and add an RGB shift effect to it, as follows:

Figure 11.1 – Rendered using a postprocessing pass

Figure 11.1 – Rendered using a postprocessing pass