August 2018
Intermediate to advanced
528 pages
10h 58m
English
In Chapter 10, Loading and Working with Textures, we discussed using a pre-baked ambient occlusion map (an aoMap) to directly apply shadows, based on the ambient lighting. Ambient occlusion involves the shadows and light intensity variations that you see on objects, since not all parts of an object receive the same amount of ambient light. Besides using an aoMap, it is also possible to use a pass on THREE.EffectComposer, to get this same effect. If you open example 06-ambient-occlusion.html, you will see the result of using THREE.SSAOPass, which is one of the two available passes that provide ambient occlusion:
A similar scene, without the application of an ambient occlusion filter, appears to be really flat, ...
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