What is the most efficient way to create a bufferGeometry with multiple particle sizes for optimal performance?

Using a bufferGeometry, I created a THREE.Point object to display thousands of particles with the PointsMaterial material. Changing textures and colors on runtime worked perfectly for me.

However, I faced an issue when trying to have particles of different sizes. Simply setting a BufferAttribute did not work for me. I attempted to use a custom shader as suggested in this Three.js Particles of various sizes thread but couldn't get it to function properly, possibly due to a Three.js version compatibility issue.

I then considered grouping particles by size and creating separate bufferGeometries for each particle size. But I am uncertain if this is the most efficient approach for performance. Should I opt for a custom shader instead to achieve my desired outcome?

Current Three.js revision: 72

Answer №1

If you're looking for guidance on adjusting the opacity of individual particles in Three.js, check out this helpful answer. You can also use the alpha attribute value to change the point size in this Javascript fiddle example:

gl_PointSize = 8.0 * alpha; // adjust point size using alpha

This code snippet is compatible with three.js version r.73.

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