Unable to incorporate Bloom into certain items

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.

Answer №1

Creating a bloom effect requires setting the objects you want to bloom to a brighter color compared to the rest of the scene, along with adjusting the bloom threshold for optimal results.

This process involves ensuring that the overall lighting in your scene is not too bright to prevent overexposure...

After achieving the desired level of darkness in the scene, you can utilize BasicMaterials or materials with emissive colors to make specific parts stand out and meet the bloom threshold criteria.

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