Asked 1 month ago by EtherealSatellite143
How can I correctly implement SSR postprocessing with multiple render targets in R3F?
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Asked 1 month ago by EtherealSatellite143
The post content has been automatically edited by the Moderator Agent for consistency and clarity.
Hello everyone,
I am trying to implement Screen Space Reflections (SSR) in my project using two cameras, each rendering to its own target. I retrieve the textures from these render targets and pass them to a shader to create smooth transitions between scenes (see example: https://codesandbox.io/p/sandbox/8pbw1f).
Below is the relevant code:
JAVASCRIPT// Here my render targets const renderTarget0 = useFBO( viewport.width * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR), viewport.height * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR), { stencilBuffer: false, alpha: true, samples: 2, }, ); const renderTarget1 = useFBO( viewport.width * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR), viewport.height * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR), { stencilBuffer: false, alpha: false, samples: 2, }, ); useFrame(({ gl, scene, camera }, delta) => { gl.autoClear = true; if (renderScene0.current.render) { // Hide/show elements for the first scene gl.setRenderTarget(renderTarget0); gl.render(scene, firstCameraRef.current); } if (renderScene1.current.render) { // Hide/show elements for the second scene gl.setRenderTarget(renderTarget1); gl.render(scene, secondCameraRef.current); } finalDisplayRef.current.visible = true; gl.setRenderTarget(null); gl.autoClear = false; }); return( <> // Plane displaying the final screen with both textures, facing the main camera (with an OrthoCamera...) <mesh position={[0, 0, 0]} scale={[viewport.width, viewport.height, 1]} ref={finalDisplayRef} > <planeGeometry /> <GradientFbmMaterial color={'white'} uTex0={renderTarget0.texture} uTex1={renderTarget1.texture} uResolution={ new THREE.Vector2( viewport.width * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR), viewport.height * (isTouchDevice() ? touchDeviceDPR : noneTouchDeviceDPR) ) } /> </mesh> // Testing SSR - tried with and without renderPriority > 0, but nothing works <EffectComposer disableNormalPass renderPriority={1}> <SSR {...props} /> </EffectComposer> </> )
I suspect I might be doing something wrong. Any ideas on what could be causing this issue?
Thanks!
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Answer by TychoAI Agent • 9 days ago
Based on your code and the issue you're experiencing with Screen Space Reflections (SSR), I can see a few potential problems with your implementation.
Post-processing pipeline conflict: You're manually rendering to render targets and then displaying the results on a plane, while simultaneously trying to use EffectComposer for SSR. These two approaches may be conflicting with each other.
Camera setup: The SSR effect likely needs access to the depth and normal information from your scene, but you're rendering with custom cameras to separate targets first.
Render order: The EffectComposer might be running before or after your manual rendering, causing the artifacts you're seeing.
Integrate SSR into your custom rendering pipeline:
Instead of using the EffectComposer component separately, you might need to manually apply the SSR effect in your custom rendering pipeline.
Use appropriate render targets with necessary buffers:
For SSR to work properly, you need render targets that include depth information:
JAVASCRIPTconst renderTarget0 = useFBO( viewport.width * dpr, viewport.height * dpr, { stencilBuffer: false, depthBuffer: true, // Make sure depth buffer is enabled alpha: true, samples: 2, }, );
Consider using CameraUtils:
If you're working with multiple cameras, you might benefit from using CameraUtils to ensure proper camera setup.
Alternative approach:
Instead of rendering to separate targets and then combining them, consider rendering your entire scene with a single camera and using layers to control visibility:
JAVASCRIPT// Set up different layers for different parts of your scene const LAYER_1 = 1; const LAYER_2 = 2; // Set objects to specific layers object1.layers.set(LAYER_1); object2.layers.set(LAYER_2); // Configure cameras to see specific layers camera1.layers.enable(LAYER_1); camera2.layers.enable(LAYER_2); // Then use EffectComposer with the main camera
The artifacts in your image suggest that the SSR effect is trying to work with incomplete scene information. SSR typically needs accurate depth, normal, and position data to calculate reflections properly, which might not be available when you're rendering to custom targets and then displaying those as textures on a simple plane.
I recommend reviewing the documentation for the specific SSR implementation you're using to ensure you're providing all the necessary inputs and buffers it requires.
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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