You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
After the 171 version used in the postprocessing the renderer. ToneMappingExposure affect the background
To solve this problem and keep the background intact I implemented a version using shaderPass
The idea is:
The background is hidden and stored in renderTarget before outputPass processing and then merged with baseTexture through shaderPass that I wrote after outputPass processing
But the effect of this fusion is still not as transparent as the good feeling of the previous version of 151
The following is the actual effect comparison diagram in the project: the top is 151 and the bottom is 171 (after using the above ideas).
Is there a better way to solve the impact of renderer. ToneMappingExposure on the background
Reproduction steps
Find any webgl_postprocessing page in the examples 。Refer to webgl_postprocessing_outline
Add a background and change renderer. ToneMappingExposure
Then you will find that the background follows changes
The title is a bit misleading since no issue has been introduced with r171. If you upgrade from r151, then you will notice OutputPass which has been added with r153. This module fixed color space conversion and tone mapping in the post processing pipeline.
What you see is the expected behavior. Tone mapping should affect the entire image including the background. The same holds for the output color space conversion. Even if earlier versions of three.js looked "better" from your point of view it must be noted that the post processing pipeline was incorrect.
If you are not happy how the default works, you can use any custom pass setup as you like.
Description
After the 171 version used in the postprocessing the renderer. ToneMappingExposure affect the background
To solve this problem and keep the background intact I implemented a version using shaderPass
The idea is:
The background is hidden and stored in renderTarget before outputPass processing and then merged with baseTexture through shaderPass that I wrote after outputPass processing
But the effect of this fusion is still not as transparent as the good feeling of the previous version of 151
The following is the actual effect comparison diagram in the project: the top is 151 and the bottom is 171 (after using the above ideas).
Is there a better way to solve the impact of renderer. ToneMappingExposure on the background
Reproduction steps
Code
Live example
https://github.com/mrdoob/three.js/blob/dev/examples/webgl_postprocessing_outline.html
https://threejs.org/examples/?q=outlin#webgl_postprocessing_outline
Screenshots
No response
Version
r171
Device
Desktop
Browser
Chrome
OS
Windows
The text was updated successfully, but these errors were encountered: