![]() ![]() Then doing a 1K Irredecence or whatever it is light data set of frames for the same time length but way small… like 25% final resolution and probably start with 12fpsīlend and super sample the extra light data, then merge it with my standard video on the GPU. The totally crazy idea I’m cooking up now is to render a standard format (8bit) video in regular web compatible formats and put that in the background. So if your animation is super short, you could potentially do a flip book… One idea I had was to output frames into a TextureAtlas which super recently got KTX compression support in three… There ARE tools to take 8bit images and do a decent job upscaling to 16 or even 32 but I don’t know enough about them. So off the bat, I’m thinking we’ll probably be pretty alright using standard videos, and it’ll be a Video background so it would probably cover the shortcomings (untested assumption) When running real-time, often 1K or 2K HDRIs are more than enough, and you can actually generate the light in its own weird texture. If we go into it knowing we don’t need Pixar level frames, we can try things more approachable and potentially viable. So if you have $9,000 you could get a license and potentially make that work… The Game Industry Standard Codec Bink is actually recently supporting full HDR (16bit) That’s kinda where im stuck now in finding output options that are viable. (You should turn the audio volume down before entering the page.) You don’t have to do any custom shading, of course. Check out for an example, which also shades the video. This is where you place objects, lights and cameras. In three.js, there is a VideoTexture class for this purpose. Any decent codec like 264 or even A1 seems to only work in 8bit. Scenes allow you to set up what and where is to be rendered by three.js. The next problem is transmitting the file. A 2 minute uncompressed HDR 360 video I have is 17GB.īut even Adobe was only able to get that in 2016. Using current viewport as renderer size and add it to the page as canvas. Then I’m going to create the scene setup a camera and renderer. First include the latest version of the library. They also demand crazy high resolution, which only multi-cam 360 rigs can attempt…ģ60 videos are already huge. Let’s start with the basic setup for three.js as usual. So while a PNG in 8bit colors looks great, it doesn’t have the full picture of how the light was.įor sites like PolyHaven who have strict standards, the requirements are full 32bit color, which is what you’d use in a video editor or modeling software. ![]() However, if you need to render a real location or event using video data… you’re going to have a bad time…Ī key thing is to make Image Based Lighting, the HDRI needs to have a fuller spectrum of color/light information. If you’re trying an effect or something, that would be the way to go… R3f has great resources on how to use the real-time scene directly as an envmap. ![]() Keep in mind, this is beta version, so don't use it on production site. DEMO HERE videojs-panorama v1.0.0 is coming soon DOWNLOAD HERE Please help me test this new version. Loader.load("smoke.I know this is old but I’ve been trying to solve this as well… videojs-panorama A VideoJS and MediaElement plugin to run a full 180, 360 degree, 3d 360 degree panorama, fisheye and 3d fisheye video. To load the texture into Three.js, you’ll need to use TextureLoader and then continue the process in the callback function. I’ll just reuse the cloud texture from previous three.js rain effect To create nebula, first we’ll need a cloud particles. If done correctly, you should get a green scene like this. Scene.fog = new THREE.FogExp2(0x03544e, 0.001) ĭ(renderer.domElement) tSize(window.innerWidth,window.innerHeight) Let ambient = new THREE.AmbientLight(0x555555) video / panorama / equirectangular vr / video. Ĭamera = new THREE.PerspectiveCamera(60,window.innerWidth / window.innerHeight,1,1000) Note: After the initial use of a texture, the video cannot be changed. I’m going to use a perspective camera with 60 degrees viewing angle and 1000 viewing frustum.įor ambient light, I’ll use soft white light (0x555555) Also, I’m going to add a green fog to create the aurora effect. First, import Three.js library and setup a scene and camera. We’ll show you how to create an animated Nebula background using JavaScript and Three.js. So you’re looking for an idea to create a stunning background for your website? This tutorial is for you. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |