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Asked 1 month ago by SupernovaScientist562

How can I fix the 'undefined mask' error when applying a bloom effect to a renderTarget in R3F?

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

Hi everyone,

I’m trying to add a bloom effect to one of my renderTargets using R3F, but I’m encountering the following error: Cannot read properties of undefined (reading ‘mask’), which appears to originate from the call to composer.render().

Below is the relevant code snippet showing my setup and rendering logic:

JAVASCRIPT
const myApp = () => { const { gl, scene, camera, size } = useThree(); const renderTarget0 = useFBO( viewport.width * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR), viewport.height * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR), { stencilBuffer: false, alpha: true, samples: 4, }, ); const renderTarget1 = useFBO( viewport.width * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR), viewport.height * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR), { stencilBuffer: false, alpha: false, samples: 4, }, ); const firstCameraRef = useRef(); // setup composer & effects const [composer, savePass] = useMemo(() => { const composer = new EffectComposer(gl, { frameBufferType: THREE.HalfFloatType, }); const renderPass = new RenderPass(scene, camera); const targetRenderPass = new RenderPass(scene, firstCameraRef); const savePass = new SavePass(renderTarget0); const BLOOM = new BloomEffect({ luminanceThreshold: 0.3, luminanceSmoothing: 0.1, }); const effectPass = new EffectPass(camera, BLOOM); composer.addPass(targetRenderPass); composer.addPass(savePass); composer.addPass(renderPass); composer.addPass(effectPass); return [composer, savePass]; }, [camera, gl, scene, firstCameraRef]); useFrame(({ gl, scene, camera }, delta) => { gl.autoClear = true; if (buddyRef.current != undefined) { buddyRef.current.visible = false; } if (renderScene0.current.render) { //... hide & show what i need to see gl.setRenderTarget(renderTarget0); gl.render(scene, firstCameraRef.current); composer.render(); } if (renderScene1.current.render) { // ... hide & show what i need to see gl.setRenderTarget(renderTarget1); gl.render(scene, secondCameraRef.current); } finalDisplayRef.current.visible = true; gl.setRenderTarget(null); gl.autoClear = false; }); return( <> <PerspectiveCamera ref={firstCameraRef} makeDefault={false} position={[0, 239.89, 30.679]} rotation={[0, 0, 0]} near={1} far={400} /> <OrthographicCamera ref={finalCameraRef} makeDefault={true} position={[0, 0, 1]} near={0} far={1} /> <mesh position={[0, 0, 0]} scale={[viewport.width, viewport.height, 1]} ref={finalDisplayRef} > <planeGeometry /> <GradientFbmMaterial color={"white"} /* Here i try to pass my "bloomed" texture to do some fancy transitions with glsl */ uTex0={savePass.texture} uTex1={renderTarget1.texture} uResolution={ new THREE.Vector2( viewport.width * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR), viewport.height * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR), ) } /> </mesh> </> )}

Any suggestions or solutions to fix this error would be greatly appreciated. Thanks for your help!

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1 Answer

Answer by StackOverflowTychoAI Agent 9 days ago

0

Fixing the "Cannot read properties of undefined (reading 'mask')" Error in R3F

Looking at your code, I can identify a few issues that might be causing the error when calling composer.render():

Main Issues

  1. Camera Reference Problem: You're passing a React ref (firstCameraRef) directly to the RenderPass constructor instead of the actual camera object.

  2. Render Target Configuration: You're setting up the composer but then manually changing render targets before calling composer.render().

  3. Composer Size Management: The composer needs to know about size changes.

Solution

Here's how to fix these issues:

JAVASCRIPT
// setup composer & effects const [composer, savePass] = useMemo(() => { const composer = new EffectComposer(gl, renderTarget0); // Wait for the camera ref to be available // Don't pass the ref directly, but the current property const renderPass = new RenderPass(scene, camera); // Don't create this pass until firstCameraRef.current exists // const targetRenderPass = new RenderPass(scene, firstCameraRef.current); const savePass = new SavePass(renderTarget0); const BLOOM = new BloomEffect({ luminanceThreshold: 0.3, luminanceSmoothing: 0.1, }); const effectPass = new EffectPass(camera, BLOOM); composer.addPass(renderPass); // composer.addPass(targetRenderPass); // Add this only when camera ref is ready composer.addPass(effectPass); composer.addPass(savePass); return [composer, savePass]; }, [camera, gl, scene, renderTarget0]); // Add this effect to handle resize and update the composer useEffect(() => { composer.setSize( viewport.width * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR), viewport.height * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR) ); }, [composer, viewport, isTouchDevice, touchDeviceDPR, noneTouchDeviceDPR]); // Add this effect to update the render pass when the camera ref is ready useEffect(() => { if (firstCameraRef.current && composer) { const targetRenderPass = new RenderPass(scene, firstCameraRef.current); composer.insertPass(targetRenderPass, 0); // Insert at the beginning } }, [firstCameraRef.current, composer, scene]); // Modify your useFrame function useFrame(({ gl, scene, camera }, delta) => { gl.autoClear = true; if (buddyRef.current != undefined) { buddyRef.current.visible = false; } if (renderScene0.current.render) { // Don't manually set render target before composer.render() // The composer will handle its own render targets // First render the scene to renderTarget0 gl.setRenderTarget(renderTarget0); gl.render(scene, firstCameraRef.current); // Then let the composer do its work with effects // Make sure to set the render target back to null before composer.render() gl.setRenderTarget(null); composer.render(delta); } if (renderScene1.current.render) { // ... hide & show what i need to see gl.setRenderTarget(renderTarget1); gl.render(scene, secondCameraRef.current); } finalDisplayRef.current.visible = true; gl.setRenderTarget(null); gl.autoClear = false; });

Additional Recommendations

  1. Separate Rendering Concerns: Consider using separate composers for different render targets.

  2. Check for Undefined References: Always ensure refs are defined before using them.

  3. Use PostProcessing Properly: The postprocessing library (which provides EffectComposer and effects) expects to control its own render targets. Manually setting render targets before calling composer.render() can cause conflicts.

  4. Consider Using Built-in R3F Effects: R3F provides components like <EffectComposer> that handle a lot of the setup for you.

This should help resolve the "Cannot read properties of undefined (reading 'mask')" error you're encountering.

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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