0beqz / realism-effects

SSGI, Motion Blur, TRAA - Effects to enhance your three.js scene's realism
https://realism-effects-obeqz.vercel.app/
MIT License
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Use "Selection" from `postprocessing` to control which objects participate in SSGI #14

Open vis-prime opened 1 year ago

vis-prime commented 1 year ago

So helpers like TransformControls crash the render loop (same issue as the old SSR )

and THREE.Lines create black overlay/glitch problems when SSGI is turned on

So if we can use the selection class from postprocessing that would be nice to have eliminate these problems

0beqz commented 1 year ago

Yes it is planned, as it used to be supported in the screen space reflections effect. I'll work on it. I'll look into the issue with the lines

pranavmalikk commented 5 months ago

Any update on this one? I'm creating an isometric room and it seems i'm getting some issues. In my code i'm using BoxGeometry but i believe the UV's are not aligned as per the MRTMaterial. I would like to exclude my room from the SSGI as it's turning black when i apply the SSGI effect, my objects within are fine though and they work.


Material Type: MRTMaterial

Program Info Log: Vertex shader is not compiled.
�
VERTEX

ERROR: 0:350: 'uvundefined' : undeclared identifier
ERROR: 0:350: 'constructor' : not enough data provided for construction
�

  345:                 void main() {
  346: #if defined( USE_UV ) || defined( USE_ANISOTROPY )
  347:  vUv = vec3( uv, 1 ).xy;
  348: #endif
  349: #ifdef USE_MAP
> 350:  vMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;
  351: #endif
  352: #ifdef USE_ALPHAMAP
  353:  vAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;
  354: #endif
  355: #ifdef USE_LIGHTMAP
  356:  vLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;```