Currently, I am experimenting with Three.js to create visually stunning effects and am puzzled by a particular challenge. Despite using the EffectComposer and applying either UnrealBloom or standard Bloom effect, the final output is not meeting my expectations.
I understand that the code is functioning as intended, but I aim to achieve a scenario where the Bloom effect is only visible on specific objects within the scene.
My initial attempt involved rendering a separate scene with its own effect composer and then merging the resulting images using an additive blender. However, this approach led to a blurred glow effect and unwanted visibility of objects behind those intended for highlighting.
I have considered manipulating the depth buffer to address this issue, but I am open to alternative suggestions from others who may have encountered similar challenges.
In essence, my goal is to create a visually appealing scene with a hint of sci-fi aesthetic, where a select blue object emits a radiating light. Any guidance or insights shared would be greatly valued.