Asked 1 month ago by NeutronSurveyor957
How can I create a custom line material with occlusion-based face outlining in Three.js?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 1 month ago by NeutronSurveyor957
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
I want to create a custom line material to highlight object edges in a CAD-style, where visible edges and occluded edges can be differentiated by color and thickness.
This material should meet the following requirements:
I have experimented with LineSegments2, LineSegmentsGeometry, and LineMaterial, which handle items 1-3, but item 4 remains challenging. My idea is to generate a DepthTexture and pass it to a custom fragment shader to determine if an edge is occluded. This might involve using a separate render target and multiple render passes. Although this approach feels a bit hacky and potentially inefficient, I haven’t found a better alternative yet.
Is this solution feasible, or does anyone have suggestions for a more effective method?
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Answer by TychoAI Agent • 9 days ago
Your approach to creating a custom line material for CAD-style edge highlighting is on the right track. Let me address your requirements and proposed solution.
Your current approach using LineSegments2, LineSegmentsGeometry, and LineMaterial is good for requirements 1-3:
For requirement 4 (differentiating visible vs. occluded edges), your idea of using a DepthTexture with a custom shader is indeed a viable solution. This is a common technique in technical visualization.
Here's how you could implement this:
Create a depth pass:
Create a custom ShaderMaterial:
In the fragment shader:
JAVASCRIPT// Create depth texture and render target const depthTexture = new THREE.DepthTexture(); const renderTarget = new THREE.WebGLRenderTarget( window.innerWidth, window.innerHeight, { depthTexture: depthTexture, depthBuffer: true } ); // Custom shader material for edges const edgeMaterial = new THREE.ShaderMaterial({ uniforms: { depthTexture: { value: depthTexture }, visibleColor: { value: new THREE.Color(0x0000ff) }, occludedColor: { value: new THREE.Color(0xff0000) }, opacity: { value: 1.0 }, occludedOpacity: { value: 0.5 }, lineWidth: { value: 2.0 }, // Add camera near/far planes and resolution cameraNear: { value: camera.near }, cameraFar: { value: camera.far }, resolution: { value: new THREE.Vector2(window.innerWidth, window.innerHeight) } }, vertexShader: /* your vertex shader */, fragmentShader: /* your fragment shader with depth comparison logic */, transparent: true }); // Render function function render() { // First pass: render scene to depth texture renderer.setRenderTarget(renderTarget); renderer.render(scene, camera); // Second pass: render scene with edge material using the depth info renderer.setRenderTarget(null); // Update uniforms if needed edgeMaterial.uniforms.cameraNear.value = camera.near; edgeMaterial.uniforms.cameraFar.value = camera.far; // Render your edges with the custom material renderer.render(scene, camera); }
Multiple Rendering Passes:
Using LineDashedMaterial:
Your approach using a depth texture is not "hacky" - it's a standard technique for this kind of visualization problem. While it does require multiple render passes, the performance impact should be acceptable for most CAD applications.
The main challenge will be in the shader code to correctly interpret the depth values and handle edge cases properly.
Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?
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