three.js - How to use Object3d.renderOrder to control the z-index ? - three.js

This, and this mentioned rederOrder, but it is undocumented. I set up a jsfiddle and it does not work, what is wrong?
http://jsfiddle.net/q4w56/y655cwqt/5/
// now mesh1 should be always on top of mesh2
mesh1.renderOrder = 1
mesh2.renderOrder = 0

Setting renderOrder in three.js does not cause a renderable object to be "on top". It just controls the rendering order. It can be a useful tool if some objects are transparent. If all objects in the scene are opaque, changing the rendering order will (in typical use cases) have no effect on the rendered output.
See this answer if you want some objects to render "on top".
three.js r.79

Related

What is responsible for refraction flickering and how can it be improved?

My refracted objects flicker as the object rotates. When zoomed in, the effect is rarer, but still present.
My refraction is achieved with a simple transmission:1, thickness:0.2.
Is there some sort of a setting/map I can increase that would help it?
Edit: Here's a live example & full screen (please close the error pop-up, it's from loading GLTF) I forked a tutorial so there are other glass primitives and a control panel. If we reduce the roughness close to 0, the flickering becomes visible in the sphere primitive as well.
Indeed there is a setting. Do you have antialias set on your renderer?
let renderer = new THREE.WebGLRenderer({antialias: true});
A solution that worked for me was setting .setPixelRatio(2) to 2 or higher on my renderer. Flickering stopped and refracted objects look really good.

THREE.JS Anti-Alias not working in multi-scene set-up

What's the trick for getting anti-aliasing to work properly on smaller scenes - which are overlaid on top of big scenes?
Check out this fiddle here:
https://jsfiddle.net/gilomer88/j974zmq0/6/
When you tap on any of the cubes you see there a new smaller "detailsScene" opens up on top of the main scene - and the cube in that "detailsScene" is not looking good. (It may not look all that bad here, but trust me, in my real project I'm loading a ".glb" model and it looks really terrible there. And it's not the model that's off. I know that because when I load it into my main scene it looks 100% perfect. Unless I have to re-load it for some reason into this smaller scene...?)
Otherwise I'm pretty sure I set the renderer for this smaller scene the right way, using:
detailsRenderer.setPixelRatio( window.devicePixelRatio );
(You'll find that bit on line 192 in the JS of the fiddle code.)
Any thoughts?
Anti-aliasing is working fine. The scene is just a bit blurred, because the canvas is scaled up while the renderer renders on a smaller size. You should always set the size of the renderer, such that it matches the canvas size. Just passing the canvas element to the renderer is obviously not enough in order to let the renderer know on which size it should render the scene.
detailsRenderer.setSize(detailsCanvas.offsetWidth, detailsCanvas.offsetHeight);
https://jsfiddle.net/sg3fn0tk/

Three.js: Trouble combining stencil clipping with EffectComposer

NOTE: It appears I oversimplified my initial question. See below for the edit.
I'm trying to combine the technique shown in the clipping/stencil example of Three.js, which uses the stencil buffer to render 'caps' when clipping geometry, with an EffectComposer-based rendering pipeline, but I am running into some difficulties. A fiddle demonstrating the problem can be found at https://jsfiddle.net/2vc76ajd/1/.
The EffectComposer has two passes: a RenderPass and a ShaderPass using CopyShader (see code below).
composer = new EffectComposer(renderer);
composer.addPass(new RenderPass(scene, camera));
var shaderPass = new ShaderPass(CopyShader);
shaderPass.enabled = false;
composer.addPass(shaderPass);
The first renders the scene as usual, the latter merely copies the rendertarget onto a fullscreen quad. If I disable the ShaderPass everything works as intended: the geometry is clipped, and cutting planes are drawn in a different color:
When the ShaderPass is enabled by clicking the 'copy pass' checkbox in the upper right, however, the entire cutting plane gets rendered, rather than just the 'caps':
Presumably there is some interaction here between offscreen render targets and stencil buffers. However, I have so far been unable to find a way to have subsequent render passes look the same as the initial render. Can anyone tell me what I am missing?
EDIT: While WestLangley's answer solved my initial problem, it unfortunately doesn't work when you're using an SSAOPass, which is what I was doing before trying to simplify the problem for the question. I have posted an updated fiddle at https://jsfiddle.net/bavL98hf/1/, which includes the proposed fix and now toggles between a RenderPass or an SSAOPass. With SSAO turned on, the result is this:
I have tried setting stencilBuffer to true on all the render targets used in SSAOPass in addition to the ones in EffectComposer, but sadly that doesn't work this time. Can anyone tell me what else I am overlooking?

Three.js object self shadow itself depending on geometry

I have playing a little with clara.io and i want to reproduce an image done with it.
I have searched the web for days looking up to reproduce what they call "Realistic" rendering.
As you can see on the image the six round part have they own shadows on the (one piece) brick from multiple lights sources.
I have no idea how they done that, if it is a simple setup, or a complex shader.
the best i can do is that and i have no idea how to proceed to make and object shadowing itself depending of it's geometry.
any trails ?
actually you need:
renderer.shadowMapEnabled = true;
light.castShadow = true;
object.castShadow = true;
object.receiveShadow = true;
i know its a little counter-intuitive that both the light and the mesh have the same attribute "castShadow", but that's how it works.
also remember to check the near, far, and size of the shadow camera of your light if the shadow doesn't appear or appears incorrectly.
here is an example i made:
http://shahar.thenachts.com/threejs/examples/selfShadow.html
it takes some time to load the model (the model is the floor and walls) and it's textures, so be patient.
to see the code, right click anywhere and choose "inspect element".
ie. Actually it is a very simple setup. The THREE.Object3D has two attributes castShadow and receiveShadow You can achieve the effect you are looking for (ie. self-shadowing) by setting both to true

How to generate the top and perspective view of an object using ThreeJS?

I want to generate the top and perspective view of an object.
Input: A 3d object, maybe .obj or .dae file.
Output: the image files presenting the top and front view of the loaded object.
Here is some expected output:
The perspective view of a chair
The top view of a chair:
Can anyone give me some suggestions to solve this problem? Demo may be preferred
You could create a small three.js scene with your obj or collada-file loaded using the appropriate loaders. (see examples of the specific loaders). Then create the necessary cameras you want to have in the scene. See examples for orthographic and perspective cameras that come with three.js, too.
To produce the images you want, you could use the toDataURL function, see this thread here and use google
Three.js and HTML5 Canvas toDataURL
in essence, after the objects are loaded, you could do something like:
renderer.render(scene, topViewCamera);
dataurl = canvas.toDataURL();
renderer.render(scene, perspectiveCamera);
dataurl2 = canvas.toDataURL();
I think you could also use 2 renderTargets and then use those for output, too, but maybe if you are new to three.js, start with the toDataURL() method from HTML5.

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