BokehPass mix with other postprocessing THREE.js












2















I,m trying to put multiple passes in EffectComposer and everything is fine except for BokehPass.



My code look like this (I already got a scene, camera and renderer):



...

var renderPass = new THREE.RenderPass( scene, camera );

var postRenderer = new THREE.EffectComposer( renderer );

var copyPass = new THREE.ShaderPass( THREE.CopyShader );

var bokehSettings = {
focus : 1.0, aperture : 0.025, maxblur : 1.0,
width: window.innerWidth, height : window.innerHeight
}

var bokehPass = new THREE.BokehPass( scene, camera, bokehSettings );

var bleachPass = new THREE.ShaderPass( THREE.BleachBypassShader);//I make clone of uniforms but, for puspose, I don't write here.


postRenderer.addPass( renderPass );

postRenderer.addPass( bleachPass );

postRenderer.addPass( bokehPass );

postRenderer.addPass( copyPass );


...

function render(){

postRenderer.render( 0.1 );

}

...


The bleachPass work fine but not bokehPass in this order.



If I try : renderPass -> bleachPass -> bokehPass, bleachPass doesnt work.



Then I try : renderPass -> bleachPass -> copyPass -> bokehPass, but it give me some weird result.



Someone know how to mix multiple passes with bokeh?



Thanks!










share|improve this question



























    2















    I,m trying to put multiple passes in EffectComposer and everything is fine except for BokehPass.



    My code look like this (I already got a scene, camera and renderer):



    ...

    var renderPass = new THREE.RenderPass( scene, camera );

    var postRenderer = new THREE.EffectComposer( renderer );

    var copyPass = new THREE.ShaderPass( THREE.CopyShader );

    var bokehSettings = {
    focus : 1.0, aperture : 0.025, maxblur : 1.0,
    width: window.innerWidth, height : window.innerHeight
    }

    var bokehPass = new THREE.BokehPass( scene, camera, bokehSettings );

    var bleachPass = new THREE.ShaderPass( THREE.BleachBypassShader);//I make clone of uniforms but, for puspose, I don't write here.


    postRenderer.addPass( renderPass );

    postRenderer.addPass( bleachPass );

    postRenderer.addPass( bokehPass );

    postRenderer.addPass( copyPass );


    ...

    function render(){

    postRenderer.render( 0.1 );

    }

    ...


    The bleachPass work fine but not bokehPass in this order.



    If I try : renderPass -> bleachPass -> bokehPass, bleachPass doesnt work.



    Then I try : renderPass -> bleachPass -> copyPass -> bokehPass, but it give me some weird result.



    Someone know how to mix multiple passes with bokeh?



    Thanks!










    share|improve this question

























      2












      2








      2








      I,m trying to put multiple passes in EffectComposer and everything is fine except for BokehPass.



      My code look like this (I already got a scene, camera and renderer):



      ...

      var renderPass = new THREE.RenderPass( scene, camera );

      var postRenderer = new THREE.EffectComposer( renderer );

      var copyPass = new THREE.ShaderPass( THREE.CopyShader );

      var bokehSettings = {
      focus : 1.0, aperture : 0.025, maxblur : 1.0,
      width: window.innerWidth, height : window.innerHeight
      }

      var bokehPass = new THREE.BokehPass( scene, camera, bokehSettings );

      var bleachPass = new THREE.ShaderPass( THREE.BleachBypassShader);//I make clone of uniforms but, for puspose, I don't write here.


      postRenderer.addPass( renderPass );

      postRenderer.addPass( bleachPass );

      postRenderer.addPass( bokehPass );

      postRenderer.addPass( copyPass );


      ...

      function render(){

      postRenderer.render( 0.1 );

      }

      ...


      The bleachPass work fine but not bokehPass in this order.



      If I try : renderPass -> bleachPass -> bokehPass, bleachPass doesnt work.



      Then I try : renderPass -> bleachPass -> copyPass -> bokehPass, but it give me some weird result.



      Someone know how to mix multiple passes with bokeh?



      Thanks!










      share|improve this question














      I,m trying to put multiple passes in EffectComposer and everything is fine except for BokehPass.



      My code look like this (I already got a scene, camera and renderer):



      ...

      var renderPass = new THREE.RenderPass( scene, camera );

      var postRenderer = new THREE.EffectComposer( renderer );

      var copyPass = new THREE.ShaderPass( THREE.CopyShader );

      var bokehSettings = {
      focus : 1.0, aperture : 0.025, maxblur : 1.0,
      width: window.innerWidth, height : window.innerHeight
      }

      var bokehPass = new THREE.BokehPass( scene, camera, bokehSettings );

      var bleachPass = new THREE.ShaderPass( THREE.BleachBypassShader);//I make clone of uniforms but, for puspose, I don't write here.


      postRenderer.addPass( renderPass );

      postRenderer.addPass( bleachPass );

      postRenderer.addPass( bokehPass );

      postRenderer.addPass( copyPass );


      ...

      function render(){

      postRenderer.render( 0.1 );

      }

      ...


      The bleachPass work fine but not bokehPass in this order.



      If I try : renderPass -> bleachPass -> bokehPass, bleachPass doesnt work.



      Then I try : renderPass -> bleachPass -> copyPass -> bokehPass, but it give me some weird result.



      Someone know how to mix multiple passes with bokeh?



      Thanks!







      three.js bokeh






      share|improve this question













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      asked Feb 25 '14 at 16:18









      user3137381user3137381

      133




      133
























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          Maybe it could still help people: I think you forgot the copyPass.renderToScreen = true (because it is your last shader to be addPass)






          share|improve this answer























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            1 Answer
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            1 Answer
            1






            active

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            active

            oldest

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            active

            oldest

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            0














            Maybe it could still help people: I think you forgot the copyPass.renderToScreen = true (because it is your last shader to be addPass)






            share|improve this answer




























              0














              Maybe it could still help people: I think you forgot the copyPass.renderToScreen = true (because it is your last shader to be addPass)






              share|improve this answer


























                0












                0








                0







                Maybe it could still help people: I think you forgot the copyPass.renderToScreen = true (because it is your last shader to be addPass)






                share|improve this answer













                Maybe it could still help people: I think you forgot the copyPass.renderToScreen = true (because it is your last shader to be addPass)







                share|improve this answer












                share|improve this answer



                share|improve this answer










                answered Nov 21 '18 at 14:32









                Bastien RobertBastien Robert

                334114




                334114
































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