Replies: 5 comments 34 replies
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I'm not aware of any workarounds or fixes in three that target this use case. If there is a solution I'd be happy to integrate it, but I don't think there is one.
Postprocessing effects are usually the last thing in a render pipeline, so blending that result (transparent canvas) with whatever sits behind it is already problematic. I think part of the issue has to do with premultiplied alpha, but I'm not sure. I'd advise against using a transparent canvas with postprocessing if possible. Have you tried the v7 version of bloom? Maybe that one works better in your setup since it's using a better blend function. FYI: In the next v7 release, the internal buffers will use an optimized |
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Yesterday reading threejs r178, they talked about old blending problem... maybe it´s related to that alpha being dark over other canvas, or just blending between pixels in same canvas? |
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Yeah, it's related to this. Postprocessing implements custom blending for effects which doesn't use |
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The blending issue should be fixed in v6.37.5. |
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FYI: I've adjusted the luminance default settings in v6.37.6, so you'll need to adjust it like this: const bloom = new POSTPROCESSING.SelectiveBloomEffect(scene, camera, {
// mipmapBlur is now enabled by default
blendFunction: POSTPROCESSING.BlendFunction.SCREEN,
intensity: 3,
levels: 8,
});
bloom.luminanceMaterial.threshold = 0.9; // default is 1
bloom.luminanceMaterial.smoothing = 0.025; // default is 0.03 And re-enable |
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Okay, I always used the lib assuming it works with transparency... but now last days while blooming some UI stuff, I observerd it affects much more the places that have some pixels in current layer... (I use a back canvas behind the transparent canvas)
i forked the effect on project, and changed bloom frag to
I think it works it´s the MUGEN87 patch from three.js forum....
But i can´t help myself asking you what you have to say about all this... as idk what the three.js folks ended doing or even not doing yet, with they stock ones
THANKS!
ah and also setted blend to 'normal'...
tbh I think there´s a little bit of darkglow mixed... aahh but it´s better than before...
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