The orbiting is not causing the noise effect, because when I remove the orbit animation, it is still there.
It's not coming from the textures, because when I remove them, the noise effect is still there.
I've tried using THREE.FilmPass() in my own experiment and I can not make the noise effect. Instead, I just get the normal scan line effect without the noise.
var renderPass = new THREE.RenderPass(scene, camera);
var effectFilm = new THREE.FilmPass();
effectFilm.uniforms.grayscale.value = false;
effectFilm.uniforms.nIntensity.value = 3;
effectFilm.uniforms.sIntensity.value = .3;
effectFilm.uniforms.sCount.value = 2048;
effectFilm.renderToScreen = true;
var composer = new THREE.EffectComposer(renderer);
composer.addPass(renderPass);
composer.addPass(effectFilm);
From Chapter Eleven 02-post-processing-simple-passes.html, where is the noise coming from in
var effectFilm = new THREE.FilmPass(0.8, 0.325, 256, false);
?The orbiting is not causing the noise effect, because when I remove the orbit animation, it is still there. It's not coming from the textures, because when I remove them, the noise effect is still there.
I've tried using
THREE.FilmPass()
in my own experiment and I can not make the noise effect. Instead, I just get the normal scan line effect without the noise.