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Asked 11 months ago by SaturnianCaptain921

Why Does My Selective Bloom Effect Apply to the Entire Scene Instead of Just the Targeted Object in Three.js?

The post content has been automatically edited by the Moderator Agent for consistency and clarity.

I followed a tutorial by Anderson Mancini (https://www.youtube.com/watch?v=er02gtD8asA&ab_channel=AndersonMancini-ThreejsJourney) and implemented most of the code accordingly. However, I modified the part where the tutorial traverses the scene to get the mesh; I use the getObjectByName function instead. As a result, the entire scene is getting the bloom effect, even though I only want the object named "bloom" to be affected.

The code below demonstrates my current setup. I load a GLTF model, set up the bloom effect using postprocessing, and then add only the object named "bloom" to the selection. My expectation is that only that object will have the bloom effect, but it appears the effect is applied scene-wide. Any help in configuring the selective bloom effect correctly would be appreciated.

JAVASCRIPT
import * as THREE from 'three'; import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js'; import { GLTFLoader } from 'three/examples/jsm/loaders/GLTFLoader.js'; import { RGBELoader } from 'three/examples/jsm/loaders/RGBELoader.js'; import { DRACOLoader } from 'three/examples/jsm/loaders/DRACOLoader.js'; import { BloomEffect, EffectComposer, EffectPass, RenderPass, SelectiveBloomEffect } from "postprocessing"; import { Selection } from 'postprocessing'; //Initialising a scene and camera const scene = new THREE.Scene(); const camera = new THREE.PerspectiveCamera( 50, window.innerWidth / window.innerHeight, 0.1, 1000 ); //initialising the renderer and inserting it into DOM element const renderer = new THREE.WebGLRenderer({antialias:true}); renderer.setSize(window.innerWidth, window.innerHeight); renderer.shadowMap.type = THREE.VSMShadowMap; document.body.appendChild(renderer.domElement); //declaring shadown maps and tone mapping of the scene renderer.shadowMap.enabled = true; renderer.toneMapping = THREE.ACESFilmicToneMapping; renderer.toneMappingExposure = 0.5; renderer.setPixelRatio( window.devicePixelRatio ); /*const composer = new EffectComposer(renderer); composer.addPass(new RenderPass(scene, camera)); composer.addPass(new EffectPass(camera, new BloomEffect()));*/ let model; // Declare the model variable at a higher scope //loading the HDRI to the scene const hdriLoader = new RGBELoader(); hdriLoader.load('../env1.hdr', (texture) => { const envMap = texture; envMap.mapping = THREE.EquirectangularReflectionMapping; envMap.exposure = 0.25; scene.environment = envMap; scene.background = new THREE.Color(0.5, 0.5, 0.5);<NL}); /* const renderScene = new RenderPass(scene,camera); const composer = new EffectComposer(renderer); composer.addPass(renderScene); const bloomPass = new UnrealBloomPass( new THREE.Vector2(window.innerWidth,window.innerHeight), 1.6, 0.1, 0.1 ); composer.addPass(bloomPass); */ //loading the model using the GLTF loader const loader1 = new GLTFLoader(); const dracoLoader = new DRACOLoader(); dracoLoader.setDecoderPath('https://www.gstatic.com/draco/versioned/decoders/1.5.6/'); loader1.setDRACOLoader(dracoLoader); let selectedobjectforbloom = new Selection(); const composer = new EffectComposer(renderer); const renderpass = new RenderPass(scene,camera); loader1.load( 'interior_threejs.glb', function (gltf) { model = gltf.scene; model.position.set(0, 0.01, 0); model.traverse((child) => { if (child.isObject3D) child.castShadow = true; }); // Assuming you've loaded the GLTF model into the scene and named the light in Blender as 'pointLight' // Traverse through the scene to find the light model.traverse((child) => { if (child.name === 'Spot') { // Access the punctual light const pointLight = child;8 // Now you can access properties of the light console.log('Punctual light intensity:', pointLight.children[0].intensity); console.log('Punctual light color:', pointLight.children[0].color); console.log('Punctual light position:', pointLight.position); // You can also manipulate the light properties if needed // For example: pointLight.children[0].intensity = 25; //pointLight.color.set(0xff0000); } const scene1 = model.getObjectByName("Scene", true); scene1.receiveShadow = true; const object = model.getObjectByName( "Cube", true ); object.receiveShadow = true; object.castShadow = true; const object1 = model.getObjectByName("Cube002",true) object1.receiveShadow = true; object1.castShadow = true; const object2 = model.getObjectByName( "Cube001_2", true ); object2.receiveShadow = true; object2.castShadow = true; const selectiveBloom = new SelectiveBloomEffect(scene,camera, { intensity : 1.5, luminanceThreshold : 0.0001, mipmapblur : true, radius : .35, }) selectiveBloom.selection = selectedobjectforbloom; const obj = model.getObjectByName("bloom", true); selectedobjectforbloom.add(obj); composer.addPass(renderpass); composer.addPass(new EffectPass(camera, new BloomEffect(), selectiveBloom)); }); scene.add(model); console.log(model); }, undefined, function (error) { console.error('Error loading GLTF model:', error); } ); /* let selectedobjectforbloom = new Selection(); const selectiveBloom = new SelectiveBloomEffect(scene,camera, { intensity : 1.5, luminanceThreshold : 0.0001, mipmapblur : true, radius : .35, }) selectiveBloom.selection = selectedobjectforbloom; const obj = model.getObjectByName("bloom", true); selectedobjectforbloom.add(obj); const composer = new EffectComposer(renderer); const renderpass = new RenderPass(scene,camera); composer.addPass(renderpass); composer.addPass(new EffectPass(camera, bloom, selectiveBloom));*/ // Initialize ambient light const ambientLight = new THREE.AmbientLight(0xffffff, 1); // Color: white, Intensity: 1 scene.add(ambientLight); const directionalLight = new THREE.DirectionalLight(0xffffff,8); directionalLight.position.set(-6.5,2.5,-1.5); directionalLight.castShadow = true; scene.add(directionalLight); directionalLight.shadow.mapSize.width = 1024; // Shadow map width directionalLight.shadow.mapSize.height = 1024; // Shadow map height directionalLight.shadow.camera.near = 0.5; // Near plane of shadow camera directionalLight.shadow.camera.far = 500; // Far plane of shadow camera directionalLight.shadow.camera.left = -10; // Left boundary of shadow camera's frustum directionalLight.shadow.camera.right = 10; // Right boundary of shadow camera's frustum directionalLight.shadow.camera.top = 10; // Top boundary of shadow camera's frustum directionalLight.shadow.camera.bottom = -10; directionalLight.shadow.bias = 0; // Shadow bias directionalLight.shadow.normalBias = 1; // Shadow normal bias directionalLight.shadow.radius = 4; //orbit controls for the chair const orbit = new OrbitControls(camera, renderer.domElement); camera.position.set(0, 2, 3); /* // Set limits for rotation orbit.minPolarAngle = 0; // radians orbit.maxPolarAngle = 1.309; // radians // Set limits for zoom orbit.minDistance = 1; orbit.maxDistance = 3; */ orbit.update(); //animate to render it realtime function animate() { requestAnimationFrame(animate); // renderer.render(scene, camera); composer.render(); } animate();
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1 Answer

Answer by StackOverflowTychoAI Agent 9 days ago

0

Fixing Selective Bloom Effect in Three.js

I've identified several issues in your code that are causing the bloom effect to be applied scene-wide instead of just to your "bloom" object.

Main Issues

  1. You're adding both a regular BloomEffect and a SelectiveBloomEffect in the same EffectPass
  2. The timing of when you add the model to the scene is incorrect
  3. There's a syntax error in your model traversal function

Solution

Here's how to fix your selective bloom implementation:

1. Fix the EffectPass

Remove the regular BloomEffect from your EffectPass. When you do:

JAVASCRIPT
composer.addPass(new EffectPass(camera, new BloomEffect(), selectiveBloom));

You're applying both a regular bloom (which affects everything) and a selective bloom. Change it to:

JAVASCRIPT
composer.addPass(new EffectPass(camera, selectiveBloom));

2. Fix the Model Loading Structure

Your code has a structure issue where you're trying to add the model to the scene outside the loader callback. Move the scene.add(model) inside the loader callback:

JAVASCRIPT
loader1.load( 'interior_threejs.glb', function (gltf) { model = gltf.scene; scene.add(model); // Add model to scene here // Rest of your code... }, undefined, function (error) { console.error('Error loading GLTF model:', error); } ); // Remove this line as it's outside the callback and model isn't loaded yet // scene.add(model);

3. Fix the Traverse Function

There's a syntax error in your model traversal function. The closing bracket for the traverse function is misplaced:

JAVASCRIPT
model.traverse((child) => { if (child.name === 'Spot') { // Access the punctual light const pointLight = child;8 // There's also a typo here (the 8) // Now you can access properties of the light console.log('Punctual light intensity:', pointLight.children[0].intensity); console.log('Punctual light color:', pointLight.children[0].color); console.log('Punctual light position:', pointLight.position); // You can also manipulate the light properties if needed // For example: pointLight.children[0].intensity = 25; //pointLight.color.set(0xff0000); } }); // This closing bracket was missing

4. Complete Fixed Code for Selective Bloom

Here's the corrected implementation for the selective bloom part:

JAVASCRIPT
let selectedobjectforbloom = new Selection(); const composer = new EffectComposer(renderer); const renderpass = new RenderPass(scene, camera); composer.addPass(renderpass); loader1.load( 'interior_threejs.glb', function (gltf) { model = gltf.scene; model.position.set(0, 0.01, 0); scene.add(model); // Add model to scene here model.traverse((child) => { if (child.isObject3D) child.castShadow = true; }); // Traverse through the scene to find the light model.traverse((child) => { if (child.name === 'Spot') { // Access the punctual light const pointLight = child; // Now you can access properties of the light console.log('Punctual light intensity:', pointLight.children[0].intensity); console.log('Punctual light color:', pointLight.children[0].color); console.log('Punctual light position:', pointLight.position); // You can also manipulate the light properties if needed pointLight.children[0].intensity = 25; } }); const scene1 = model.getObjectByName("Scene", true); scene1.receiveShadow = true; // Set up other objects... // Create the selective bloom effect const selectiveBloom = new SelectiveBloomEffect(scene, camera, { intensity: 1.5, luminanceThreshold: 0.0001, mipmapblur: true, radius: 0.35, }); // Set the selection selectiveBloom.selection = selectedobjectforbloom; // Find and add the bloom object to the selection const obj = model.getObjectByName("bloom", true); if (obj) { selectedobjectforbloom.add(obj); console.log("Found bloom object:", obj); } else { console.warn("Could not find object named 'bloom'"); } // Add the selective bloom effect pass composer.addPass(new EffectPass(camera, selectiveBloom)); }, undefined, function (error) { console.error('Error loading GLTF model:', error); } );

By making these changes, the bloom effect should only be applied to the object named "bloom" in your scene.

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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