threejs-bloom
Implement production HDR bloom in Three.js with selective bloom and safe material restoration
Đồ hoạ & sáng tạo
Implement production HDR bloom in Three.js with selective bloom and safe material restoration
Build advanced Three.js cameras: chase and orbit rigs, quaternion handoffs, collision and cinematic framing
Generate procedural buildings and architectural kits in Three.js with massing, facades, roofs and variants
Author production procedural materials in Three.js. Use for hybrid texture-backed PBR soil and moss with procedural displacement and masks, upward-facing model moss accumulation, atlas filtering, specular AA, planet-space fields, terrain wetness, deformable granular sand with mass-coupled grain shading, simulated tearable denim with implicit yarn mechanics, wear-driven failure and frayed fibres, woven cloth with GPU XPBD mechanics and yarn microstructure, simulated fur with interactive grooming and strand shading, lava and emissive surfaces, reflective wave-optical diffraction gratings, air-film-air soap bubbles with Airy interference, raytraced diamond and gem refraction with internal reflection and dispersion, image-space glass transmission with spectral dispersion and volume absorption, deforming softbody jelly materials with XPBD mechanics and refractive caustics, per-instance dissolve, authored PBR identities, derivative normals, and custom direct-light shadow modulation.
Route ambitious Three.js graphics work to the smallest expert skill set. Use for new visual experiences, graphics rewrites, reference matching, or requests spanning geometry, materials, atmosphere, shadows, temporal effects, and final image treatment.
Validate Three.js graphics with fixed cameras, seed sweeps, per-pass diagnostics, and GPU budgets
Build volumetric clouds in Three.js with raymarching, silver-lining lighting, and weather-driven density
Build production analytic and bounded water in Three.js. Use for photoreal shallow water with gravity-capillary FFT waves, dispersive caustics and diffraction glare, shared multi-wave displacement and normals, bounded RGBA heightfield pool simulation, local drops, object-driven ripples, differential-area caustics, ray-traced pool/water/sphere volume optics, derivative-filtered normal bands, analytic sky reflection, side-aware Fresnel, heuristic screen refraction, Beer-Lambert absorption, and crest foam.