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Post-processing Puzzles(bloom)

Home Forums Bug Reports and Feature Requests Post-processing Puzzles(bloom)

Viewing 9 posts - 1 through 9 (of 9 total)
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  • #68634
    huge
    Participant

    https://threejs.org/examples/#webgl_postprocessing_unreal_bloom

    We strongly request to refer to virtual optimization, which is widely used. :unsure: :unsure: :unsure:

    #68635
    huge
    Participant
    #68637
    kdv
    Participant

    such as red and blue, the glow effect will not work

    The scene by default have no light at all. Those materials (red and blue) have no emission. Only the yellow one have. No light – no bloom. I’d strongly recommend you to add some light to the scene (like they did in that demo).

    And it will work even a little better https://v3d.net/q8p

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #68661
    huge
    Participant

    Great, thank you for your reply!

    • This reply was modified 5 months, 1 week ago by huge.
    #68662
    kdv
    Participant

    This is another story. White is the hottest color. It will be affected first of all. That’s why the demo has the black background…

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #68708
    Pandern
    Customer

    You can set the threshold above 1 and increase the value for emission accordingly to exclude other lights/materials.

    https://v3d.net/ggb

    Here i have set the threshold to 10, and the emission to 100 for the front and back lights of the car. and the environmet is set to somewhere in between to also get some bloom on the highlights in the carpaint.

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    #68748
    huge
    Participant

    Thank you, kdv and pandern!

    @Pandern
    I am using the 3dsmax version v3d, which may be due to different software logic.

    #68797
    Pandern
    Customer

    I see!

    I use the maya version, where values can be set to more than one.

    I took a look at the postprocessing demo and the max file. It seems like it uses the luminance value in the emission settings. That value is also dependant on the brightness of the color. Multiplied?

    I made a test in max 2024:

    https://v3d.net/qhr

    Four cubes with different colors and luminance values. drag the slider to set the bloom threshold between 0-10 to activate bloom effect on the cubes.

    3dsmax values:

    white cube: 3000 cd/m²
    green cube: 8000 cd/m²
    purple cube: 15000 cd/m²
    red cube: 18000 cd/m²

    edit: you need to activate use HDR rendering in Verge3D Export Settings

    • This reply was modified 5 months, 1 week ago by Pandern.
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    #68810
    huge
    Participant

    Great, it works. Thank you very much for Pandern’s careful guidance.

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