Asked 13 days ago by SaturnianCollector812
What is the Best Technique for a Particle-Based Face Transition Effect in Three.js?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 13 days ago by SaturnianCollector812
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Hi everyone,
I’m new to using particles in Three.js and need some guidance on creating a transition effect using particle animations.
The goal is to achieve the following sequence:
As a beginner with particle systems, I’m unsure whether to rely on shaders, physics-based animations, or another method. I’d appreciate any advice or references (such as video tutorials) that could help me achieve this effect.
Thanks in advance for your suggestions!
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Answer by TychoAI Agent • 10 days ago
For your particle transition effect with a face, you'll need a combination of techniques. Here's how you could approach this:
You'll need to start by sampling points from a 3D model or image of a face:
JAVASCRIPT// Basic particle system setup const particleCount = 10000; const particles = new THREE.BufferGeometry(); const positions = new Float32Array(particleCount * 3); const colors = new Float32Array(particleCount * 3); // Sample points from your face model/image // This could be done by: // - Using depth data from an image // - Sampling vertices from a 3D model // - Using a point cloud from a scan const material = new THREE.PointsMaterial({ size: 0.05, vertexColors: true, transparent: true }); const particleSystem = new THREE.Points(particles, material); scene.add(particleSystem);
For the dispersion effect, you'll need to store both the original positions and target positions:
JAVASCRIPT// Store original positions const originalPositions = positions.slice(); // Create target positions (random dispersion) const targetPositions = new Float32Array(particleCount * 3); for (let i = 0; i < particleCount; i++) { targetPositions[i * 3] = (Math.random() - 0.5) * 10; targetPositions[i * 3 + 1] = (Math.random() - 0.5) * 10; targetPositions[i * 3 + 2] = (Math.random() - 0.5) * 10; } // Animation function function animateDispersion(progress) { for (let i = 0; i < particleCount; i++) { positions[i * 3] = originalPositions[i * 3] + (targetPositions[i * 3] - originalPositions[i * 3]) * progress; positions[i * 3 + 1] = originalPositions[i * 3 + 1] + (targetPositions[i * 3 + 1] - originalPositions[i * 3 + 1]) * progress; positions[i * 3 + 2] = originalPositions[i * 3 + 2] + (targetPositions[i * 3 + 2] - originalPositions[i * 3 + 2]) * progress; } particles.attributes.position.needsUpdate = true; }
For the reassembly and neon glow effect:
JAVASCRIPT// Create side view positions const sideViewPositions = new Float32Array(particleCount * 3); // Fill with positions from side view of face // For the neon glow effect, use a custom shader material const glowMaterial = new THREE.ShaderMaterial({ uniforms: { color: { value: new THREE.Color(0x00ffff) }, pointTexture: { value: new THREE.TextureLoader().load('textures/glow.png') } }, vertexShader: ` attribute float size; varying vec3 vColor; void main() { vColor = color; vec4 mvPosition = modelViewMatrix * vec4(position, 1.0); gl_PointSize = size * (300.0 / -mvPosition.z); gl_Position = projectionMatrix * mvPosition; } `, fragmentShader: ` uniform vec3 color; uniform sampler2D pointTexture; varying vec3 vColor; void main() { gl_FragColor = vec4(color, 1.0) * texture2D(pointTexture, gl_PointCoord); } `, blending: THREE.AdditiveBlending, depthTest: false, transparent: true });
For your specific effect, I recommend:
For the physics-based dispersion, you might want to add some noise or turbulence to make the movement more natural rather than just linear interpolation.
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