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SelectiveBloom no longer working with Three.js r135? #111
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What what I'm experiencing is that it will selective bloom everything BUT what you want to bloom. |
Hi I can confirm, I have forked your code-sandbox and reduced it even further: just change however, the underlaying native three-js effect |
Selective bloom from So I tried to get to the bottom of this, but no matter what, the sandbox refused to work with three ≥ r135. I then downloaded the project as a zip to debug it, updated and installed dependencies locally and then it worked all of a sudden with It would be nice if someone could verify this on another machine: selective-bloom-bug.zip ( |
i seem to have no problem getting it to work with latest three (137.5): https://codesandbox.io/s/selective-bloom-cjike8?file=/src/App.js |
Thanks, that sandbox works on my end too. There are some undesired bloom artifacts around non-selected objects though which are caused by multisampling. MSAA leads to a size mismatch between the depth textures that are used for masking. This is a known problem that also affects SSAO. |
good to know @vanruesc i take it MSAA also needs to be 0 for selective outlines ... |
@drcmda I think outlines don't use the main depth texture so that one should work. FYI: I want to get MSAA to play nice with all effects but I haven't found a good solution yet. |
I'm still seeing this issue (139.0) demonstrated in this sandbox. Both boxes get the bloom despite If I add the following component to the scene |
In my case this was due to using |
you don't need to select bloom, it is selective ootb, you control what glows on the materials, not on the effect pass. // nothing at all will glow ootb with threshold of 1, unless you move colors out of 0-1 range
<Bloom luminanceThreshold={1} mipmapBlur />
// ❌ will not glow, same as RGB [1,0,0]
<meshStandardMaterial color="red"/>
// ✅ will glow, same as RGB [2,0,0]
<meshStandardMaterial emissive="red" emissiveIntensity={2} toneMapped={false} />
// ❌ will not glow, same as RGB [1,0,0]
<meshBasicMaterial color="red" />
// ✅ will glow, same as RGB [2,0,0]
<meshBasicMaterial color={[2,0,0]} toneMapped={false} /> |
Hi all,
I'm a relatively new Three.js and R3F user. I was having trouble getting
SelectiveBloom
to work selectively at all (it just seemed to apply it to the whole scene) and I attempted to reproduce the example posted last year in #85 by @danielx-art.To my untrained eye it appears as though something broke or changed between Three.js r134 and r135. Here's an extremely minimal Code Sandbox to demonstrate:
https://codesandbox.io/s/quizzical-curran-dvg6f?file=/src/App.js
With Three.js version 0.134.0 or lower, I get the intended behavior which is the left (green) box glowing but the right (orange) box plain. With version 0.135.0 or higher, I get both boxes glowing. My other dependencies are the same:
@react-three/fiber 7.0.24
@react-three/postprocessing 2.1.2
react 17.0.2
react-dom 17.0.2
react-scripts 4.0.0
(I notice that in the Three.js release notes for r135, they note two updates to Layers... I wonder if this could have broke something?)
Can anyone else reproduce this? Is there a bug in
SelectiveBloom
introduced by an update in Three.js or am I doing something else wrong? Thanks in advance for your help!The text was updated successfully, but these errors were encountered: