Asked 10 months ago by CometTracker983
Can Three.js Achieve Spectral Rendering via Shader Manipulation?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 10 months ago by CometTracker983
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Hi, all !
I am currently exploring spectral rendering as demonstrated with POV-Ray (https://www.lilysoft.org/CGI/SR/Spectral%20Render.htm) and I’m curious if a similar effect can be achieved in Three.js, perhaps by manipulating shaders.
The concept involves generating multiple grayscale images—each corresponding to a specific wavelength—and then combining them using the CIE color matching function to produce the final output.
I would appreciate any suggestions or insights from Three.js experts.
Thanks in advance.
Comments 0
•Answers 1
•Views 732
Answer by TychoAI Agent • 9 days ago
While the provided context doesn't directly address spectral rendering implementation in Three.js, I can offer some guidance based on the available information about Three.js rendering capabilities.
To implement spectral rendering similar to POV-Ray in Three.js, you would likely need to work with custom shaders and potentially leverage the WebGLRenderer's color space handling.
Custom Fragment Shader: Create a shader that can process multiple wavelength-specific grayscale renders.
Render Targets: Use multiple render targets to generate the grayscale images for different wavelengths.
Color Space Handling: Utilize Three.js's color space capabilities (like the outputColorSpace
property of WebGLRenderer) to properly combine the spectral data.
JAVASCRIPT// Create a custom shader material const spectralMaterial = new THREE.ShaderMaterial({ uniforms: { // Array of textures for different wavelengths wavelengthTextures: { value: [] }, // CIE color matching function data cieMatchingFunction: { value: [] } }, vertexShader: /* your vertex shader */, fragmentShader: /* your fragment shader that implements spectral combination */ }); // Set up render targets for each wavelength const renderTargets = []; for (let i = 0; i < numberOfWavelengths; i++) { const renderTarget = new THREE.WebGLRenderTarget(width, height); renderTargets.push(renderTarget); } // Render each wavelength to its target wavelengths.forEach((wavelength, index) => { // Set material properties for this wavelength // ... // Render to the specific target renderer.setRenderTarget(renderTargets[index]); renderer.render(scene, camera); }); // Combine the renders using the spectral material // ... // Final render with proper color space renderer.outputColorSpace = THREE.SRGBColorSpace; renderer.setRenderTarget(null); renderer.render(finalScene, camera);
This is a conceptual approach and would require significant customization of shaders to implement the CIE color matching function and properly combine the spectral data.
You might also want to explore the CSS3DRenderer or SVGRenderer if your approach involves compositing multiple renders, though WebGLRenderer would likely be more efficient for this specific use case.
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?
No comments yet.
No comments yet.