Enhance your Three.js experience with antialiasing, top-notch rendering, and stunning FX

I've been working on a three.js project that involves 3D models, a ground, and a grid. The 3D models are outlined using outlinePass ().

With TransformControl (), I can move objects, and OrbitControls () allows me to change the camera position.

However, I'm facing an issue with poorly rendered graphics as shown in these screenshots: https://i.sstatic.net/QxjrZ.jpg

I'm unsure about which settings to adjust:

    renderer = new THREE.WebGLRenderer();//{ antialias: true } ); With antialiasing or without?
                                 //antialiasing is only needed when not using fxaa, right??
            renderer.setPixelRatio( window.devicePixelRatio );
            renderer.setSize( window.innerWidth, window.innerHeight );
            renderer.gammaOutput = true;
            renderer.physicallyCorrectLights = true;

    camera = new THREE.PerspectiveCamera( 45, container.offsetWidth / container.offsetHeight, 0.001, 1000 );
    camera.addEventListener( 'change', render ); //Is this necessary? Seems like it has no use

FXAA is likely needed for outlinePass (as seen in the outlinePass example linked above).

    composer = new EffectComposer( renderer );

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

            effectFXAA = new ShaderPass( FXAAShader );
            effectFXAA.uniforms[ 'resolution' ].value.set( 1 / window.innerWidth, 1 / window.innerHeight );
            effectFXAA.renderToScreen = true;
            composer.addPass( effectFXAA );   

            orbitControls = new OrbitControls( camera, renderer.domElement );
            orbitControls.update();
            orbitControls.addEventListener( 'change', render );

    function render(){
    renderer.render(scene, camera);
    //composer.render(); // don't know if needed
    }

I admit that I'm a bit lost on how to resolve the rendering issue and which settings need adjusting to optimize my project. Any guidance or suggestions would be greatly appreciated so I can address this problem. Thanks in advance!

Answer №1

When implementing post-processing in WebGL 1, FXAA is the recommended method for antialiasing. By including { antialias: true } when initializing the WebGLRenderer, MSAA can be activated if rendering directly to the default framebuffer (screen).

To configure the FXAA pass, follow these steps:

effectFXAA = new ShaderPass( FXAAShader );
effectFXAA.uniforms[ 'resolution' ].value.x = 1 / ( window.innerWidth * pixelRatio );
effectFXAA.uniforms[ 'resolution' ].value.y = 1 / ( window.innerHeight * pixelRatio );
composer.addPass( effectFXAA );   

Remember to take into account the pixelRatio. Additionally, setting renderToScreen to true is no longer necessary as the final pass in the post-processing chain will automatically render to the screen.

When utilizing EffectComposer, refrain from using renderer.render(scene, camera);. Instead, opt for composer.render();.

The line

camera.addEventListener( 'change', render );
may be removed as it serves no practical purpose. It seems to have been included erroneously.

three.js R109

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