Three.js brings life to reflections through dynamic rendering

Embarking on my coding journey with JavaScript and exploring Three.js

I created an experiment using shaders and an environment map (http://jsfiddle.net/gnazoa/3hxrky6k/1/)

Through a tutorial on the Three.js website, I discovered how to achieve reflections between geometries using a cubeCamera (http://jsfiddle.net/gnazoa/z3frkb6m/1/)

Now I'm faced with the challenge of creating reflections between two geometries and the textureCube simultaneously.

I've tried defining uniforms like this:

envMap: {
  type: "t",
  value: cubeCamera.renderTarget
},

or like this:

envMap: {
  type: "t",
  value: textureCube
},

Unfortunately, combining both methods like this doesn't work:

envMap: {
  type: "t",
  value: textureCube, cubeCamera.renderTarget
},

Any suggestions or recommendations? Thank you

Answer №1

Is it necessary to use two distinct environment maps in order to reflect multiple objects in a scene? For example, creating a reflection map for each individual item you wish to have its own reflections.

Keep in mind that you need to temporarily remove the object that will be reflecting before updating the reflection map (especially during an animated sequence), otherwise it may appear as a dark object without any reflections.

Answer №2

After much deliberation, I believe I have come up with a viable solution: https://codepen.io/1b2v3d4g/

To address the issue, I decided to duplicate each geometry and apply a reflective transparent layer. Here is the code snippet:

const material = new THREE.MeshBasicMaterial( { envMap: textureCube, color: 0xffffff, transparent: true, opacity: 0.2, blending: THREE.AdditiveBlending} );

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