Transform your scene into a stunning 3D texture using THREE.js's 3D Render Targets feature

After exploring the THREE.js example available here, I am curious about how to avoid scenes rendered as textures from appearing 'flattened'. Essentially, I want to maintain the depth illusion within the scene when using a WebGLRenderTarget.

I have extensively searched for information on this issue, including in the THREE.js documentation, but have not come across any references to this specific functionality. It is possible that such a feature could strain the user's processor unnecessarily, except in certain unique circumstances. Could it be achievable in pure WebGL instead?

EDIT: To those who downvoted - what makes this question inadequate? I have put effort into researching this topic, but my lack of experience with WebGL may be causing me to struggle with articulating my inquiry effectively. How can I enhance my question?

Answer №1

In my opinion, screenspace projections would be more suitable in this scenario rather than UV projections. For instance, taking your television example into account, the screen would contain the UV points that undergo transformation as the camera is repositioned. What you need is something static, meaning regardless of how much you move, the same image remains in view. I'm uncertain about achieving this without shaders, but when it comes to fragment shaders, there's the option of utilizing gl_FragCoord.

Answer №2

When rendering a scene with THREE.js, it "flattens" the objects to maintain the illusion of depth in render targets by changing the perspective relative to the main camera of the main scene. Below is a basic outline of how this can be achieved:

var scene = new THREE.Scene(),
    rtScene = new THREE.Scene(),
    camera = new THREE.PerspectiveCamera( ..... ),
    rtCamera = new THREE.PerspectiveCamera( ..... ),
    rtCube = new THREE.Mesh(new THREE.CubeGeometry(1,1,1), new THREE.MeshSimpleMaterial({ color: 0x0000ff }),
    rtTexture = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { minFilter: THREE.LinearFilter, magFilter: THREE.NearestFilter, format: THREE.RGBFormat }),
    material = new THREE.MeshBasicMaterial({ map: rtTexture }),
    cube = new THREE.Mesh(new THREE.CubeGeometry(1,1,1), material);

function init() {
  //manipulate cameras
  //add any textures, lighting, etc

  rtScene.add( rtCube );
  scene.add( cube );
}

function update() {
   //some function of cube.rotation & cube.position
   //that changes the rtCamera rotation & position,
   //depending on the desired effect.
}

function animate() {
  requestAnimationFrame( animate );
  render();
}

function render() {
  renderer.clear();
  update();
  renderer.render( rtScene, rtCamera, rtTexture, true );
  renderer.render( scene, camera );
}

init();
animate();

The code assumes that the main camera remains fixed while the cube rotates around the y-axis. Each face has its own updating instance of material. The update() function involves trigonometric calculations based on the law of cosines. A jsFiddle example will be provided once my local setup is working correctly.

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