Godrays
Creating a light-through-smoke godrays effect. Fork on Codesandbox
Live example
Coming Soon
Code
import * as THREE from "three";
import React, { useRef, Suspense, forwardRef } from "react";
import { render } from "react-dom";
import { Canvas, useFrame, useResource } from "react-three-fiber";
import { EffectComposer, GodRays } from "@react-three/postprocessing";
import { BlendFunction, Resizer, KernelSize } from "postprocessing";
import "./styles.css";
function Knot() {
const knotRef = useRef();
useFrame(() => {
knotRef.current.rotation.y += -0.01;
knotRef.current.rotation.z += -0.01;
});
return (
<mesh ref={knotRef}>
<torusKnotGeometry args={[4, 0.4, 256, 64, 2, 5]} />
<meshPhysicalMaterial
color={"#FFFFFF"}
roughness={0}
metalness={0}
clearcoat={1}
/>
</mesh>
);
}
const Sun = forwardRef(function Sun(props, forwardRef) {
useFrame(({ clock }) => {
forwardRef.current.position.x = Math.sin(clock.getElapsedTime()) * -8;
forwardRef.current.position.y = Math.cos(clock.getElapsedTime()) * -8;
});
return (
<mesh ref={forwardRef} position={[0, 0, -15]}>
<sphereGeometry args={[1, 36, 36]} />
<meshBasicMaterial color={"#00FF00"} />
</mesh>
);
});
function Effects() {
const sunRef = useResource();
return (
<>
<Sun ref={sunRef} />
{sunRef.current && (
<EffectComposer multisampling={0}>
<GodRays
sun={sunRef.current}
blendFunction={BlendFunction.Screen}
samples={30}
density={0.97}
decay={0.96}
weight={0.6}
exposure={0.4}
clampMax={1}
width={Resizer.AUTO_SIZE}
height={Resizer.AUTO_SIZE}
kernelSize={KernelSize.SMALL}
blur={true}
/>
</EffectComposer>
)}
</>
);
}
render(
<Canvas
style=
camera=
onCreated={({ gl }) => {
gl.setClearColor(new THREE.Color("#000000"));
}}
>
<pointLight position={[15, 15, 15]} intensity={1} />
<Suspense fallback={null}>
<Knot />
</Suspense>
<Effects />
</Canvas>,
document.querySelector("#root")
);
Running this example
Clone this repo, and then NPM install and NPM start from the relevant directory.
$ cd examples/effects/postprocessing-godrays
$ npm install && npm run start