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)
1
Part 1: Getting Up and Running
5
Part 2: Working with the Three.js Core Components
7
Chapter 5: Learning to Work with Geometries
10
Part 3: Particle Clouds, Loading and Animating Models
14
Part 4: Post-Processing, Physics, and Sounds

Summary

We discussed many different postprocessing options in this chapter. As you saw, creating EffectComposer and chaining passes together is actually very easy. You just have to keep a few things in mind. Not all passes will have an output on the screen. If you want to output to the screen, you can always use ShaderPass with CopyShader. The sequence in which you add passes to a composer is important. The effects are applied in that sequence. If you want to reuse the result from a specific EffectComposer instance, you can do so by using TexturePass. When you have more than one RenderPass in your EffectComposer, make sure to set the clear property to false. If not, you’ll only see the output from the last RenderPass step. If you want to only apply an effect to a specific object, you can use MaskPass. When you’re done with the mask, clear the mask with ClearMaskPass. Besides the standard passes provided by Three.js, there are also many standard shaders available. You...