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The Postprocessing is not working properly with npm


How can I update NodeJS and NPM to the next versions?Find the version of an installed npm packageAnimating Canvas Billboard in THREE.jsnpm throws error without sudoUsing textures on spheres in three.jsWhat's the difference between dependencies, devDependencies and peerDependencies in npm package.json file?What is the --save option for npm install?three.js Mesh not displaying rectangle depending on orientationThree.js MaskPass with Glitch PassHow to load .obj 3D model in Three.js?






.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








0















I am working with npm and three.js. I've alrady installed the 'npm three postprocessing'.



I tried to let postprocessing works but I faild. eventthough I tried to copy the examples file by file but the problem still exist.



The problem is that if I add the effect after the renderScene to the composer(which should be the right order) then the screen show black screen. but if I change the order, I mean if I put the renderScene after the efffect then I can see the effect but it's not appiled to the Objects inside the render.



Moreover, the bloom effect is not working at all.



var clock = new THREE.Clock();
var container = document.getElementById( 'container' );
stats = new Stats();
//container.appendChild( stats.dom );
renderer = new THREE.WebGLRenderer( antialias: true );
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.toneMapping = THREE.ReinhardToneMapping;
document.body.appendChild(renderer.domElement);

//container.appendChild( renderer.domElement );
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 100 );
camera.position.set( - 5, 2.5, - 3.5 );
scene.add( camera );
controls = new THREE.OrbitControls( camera, renderer.domElement );
controls.maxPolarAngle = Math.PI * 0.5;
controls.minDistance = 1;
controls.maxDistance = 10;
scene.add( new THREE.AmbientLight( 0x404040 ) );
pointLight = new THREE.PointLight( 0xffffff, 1 );
camera.add( pointLight );
var renderScene = new THREE.RenderPass( scene, camera );
var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
bloomPass.renderToScreen = true;
bloomPass.threshold = params.bloomThreshold;
bloomPass.strength = params.bloomStrength;
bloomPass.radius = params.bloomRadius;
composer = new THREE.EffectComposer( renderer );
composer.setSize( window.innerWidth, window.innerHeight );

const effectPass = new EffectPass(camera,new NoiseEffect(),new VignetteEffect(),new DotScreenEffect());



effectPass.renderToScreen = true;
composer.addPass( effectPass );
//composer.addPass( bloomPass );
composer.addPass( renderScene );









share|improve this question






























    0















    I am working with npm and three.js. I've alrady installed the 'npm three postprocessing'.



    I tried to let postprocessing works but I faild. eventthough I tried to copy the examples file by file but the problem still exist.



    The problem is that if I add the effect after the renderScene to the composer(which should be the right order) then the screen show black screen. but if I change the order, I mean if I put the renderScene after the efffect then I can see the effect but it's not appiled to the Objects inside the render.



    Moreover, the bloom effect is not working at all.



    var clock = new THREE.Clock();
    var container = document.getElementById( 'container' );
    stats = new Stats();
    //container.appendChild( stats.dom );
    renderer = new THREE.WebGLRenderer( antialias: true );
    renderer.setPixelRatio( window.devicePixelRatio );
    renderer.setSize( window.innerWidth, window.innerHeight );
    renderer.toneMapping = THREE.ReinhardToneMapping;
    document.body.appendChild(renderer.domElement);

    //container.appendChild( renderer.domElement );
    scene = new THREE.Scene();
    camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 100 );
    camera.position.set( - 5, 2.5, - 3.5 );
    scene.add( camera );
    controls = new THREE.OrbitControls( camera, renderer.domElement );
    controls.maxPolarAngle = Math.PI * 0.5;
    controls.minDistance = 1;
    controls.maxDistance = 10;
    scene.add( new THREE.AmbientLight( 0x404040 ) );
    pointLight = new THREE.PointLight( 0xffffff, 1 );
    camera.add( pointLight );
    var renderScene = new THREE.RenderPass( scene, camera );
    var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
    bloomPass.renderToScreen = true;
    bloomPass.threshold = params.bloomThreshold;
    bloomPass.strength = params.bloomStrength;
    bloomPass.radius = params.bloomRadius;
    composer = new THREE.EffectComposer( renderer );
    composer.setSize( window.innerWidth, window.innerHeight );

    const effectPass = new EffectPass(camera,new NoiseEffect(),new VignetteEffect(),new DotScreenEffect());



    effectPass.renderToScreen = true;
    composer.addPass( effectPass );
    //composer.addPass( bloomPass );
    composer.addPass( renderScene );









    share|improve this question


























      0












      0








      0








      I am working with npm and three.js. I've alrady installed the 'npm three postprocessing'.



      I tried to let postprocessing works but I faild. eventthough I tried to copy the examples file by file but the problem still exist.



      The problem is that if I add the effect after the renderScene to the composer(which should be the right order) then the screen show black screen. but if I change the order, I mean if I put the renderScene after the efffect then I can see the effect but it's not appiled to the Objects inside the render.



      Moreover, the bloom effect is not working at all.



      var clock = new THREE.Clock();
      var container = document.getElementById( 'container' );
      stats = new Stats();
      //container.appendChild( stats.dom );
      renderer = new THREE.WebGLRenderer( antialias: true );
      renderer.setPixelRatio( window.devicePixelRatio );
      renderer.setSize( window.innerWidth, window.innerHeight );
      renderer.toneMapping = THREE.ReinhardToneMapping;
      document.body.appendChild(renderer.domElement);

      //container.appendChild( renderer.domElement );
      scene = new THREE.Scene();
      camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 100 );
      camera.position.set( - 5, 2.5, - 3.5 );
      scene.add( camera );
      controls = new THREE.OrbitControls( camera, renderer.domElement );
      controls.maxPolarAngle = Math.PI * 0.5;
      controls.minDistance = 1;
      controls.maxDistance = 10;
      scene.add( new THREE.AmbientLight( 0x404040 ) );
      pointLight = new THREE.PointLight( 0xffffff, 1 );
      camera.add( pointLight );
      var renderScene = new THREE.RenderPass( scene, camera );
      var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
      bloomPass.renderToScreen = true;
      bloomPass.threshold = params.bloomThreshold;
      bloomPass.strength = params.bloomStrength;
      bloomPass.radius = params.bloomRadius;
      composer = new THREE.EffectComposer( renderer );
      composer.setSize( window.innerWidth, window.innerHeight );

      const effectPass = new EffectPass(camera,new NoiseEffect(),new VignetteEffect(),new DotScreenEffect());



      effectPass.renderToScreen = true;
      composer.addPass( effectPass );
      //composer.addPass( bloomPass );
      composer.addPass( renderScene );









      share|improve this question
















      I am working with npm and three.js. I've alrady installed the 'npm three postprocessing'.



      I tried to let postprocessing works but I faild. eventthough I tried to copy the examples file by file but the problem still exist.



      The problem is that if I add the effect after the renderScene to the composer(which should be the right order) then the screen show black screen. but if I change the order, I mean if I put the renderScene after the efffect then I can see the effect but it's not appiled to the Objects inside the render.



      Moreover, the bloom effect is not working at all.



      var clock = new THREE.Clock();
      var container = document.getElementById( 'container' );
      stats = new Stats();
      //container.appendChild( stats.dom );
      renderer = new THREE.WebGLRenderer( antialias: true );
      renderer.setPixelRatio( window.devicePixelRatio );
      renderer.setSize( window.innerWidth, window.innerHeight );
      renderer.toneMapping = THREE.ReinhardToneMapping;
      document.body.appendChild(renderer.domElement);

      //container.appendChild( renderer.domElement );
      scene = new THREE.Scene();
      camera = new THREE.PerspectiveCamera( 40, window.innerWidth / window.innerHeight, 1, 100 );
      camera.position.set( - 5, 2.5, - 3.5 );
      scene.add( camera );
      controls = new THREE.OrbitControls( camera, renderer.domElement );
      controls.maxPolarAngle = Math.PI * 0.5;
      controls.minDistance = 1;
      controls.maxDistance = 10;
      scene.add( new THREE.AmbientLight( 0x404040 ) );
      pointLight = new THREE.PointLight( 0xffffff, 1 );
      camera.add( pointLight );
      var renderScene = new THREE.RenderPass( scene, camera );
      var bloomPass = new THREE.UnrealBloomPass( new THREE.Vector2( window.innerWidth, window.innerHeight ), 1.5, 0.4, 0.85 );
      bloomPass.renderToScreen = true;
      bloomPass.threshold = params.bloomThreshold;
      bloomPass.strength = params.bloomStrength;
      bloomPass.radius = params.bloomRadius;
      composer = new THREE.EffectComposer( renderer );
      composer.setSize( window.innerWidth, window.innerHeight );

      const effectPass = new EffectPass(camera,new NoiseEffect(),new VignetteEffect(),new DotScreenEffect());



      effectPass.renderToScreen = true;
      composer.addPass( effectPass );
      //composer.addPass( bloomPass );
      composer.addPass( renderScene );






      node.js three.js post-processing






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      edited Mar 27 at 21:04









      halfer

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      asked Mar 26 at 10:19









      rawadHrawadH

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