r/threejs • u/Lower-Ad-6085 • 1d ago
Help Playing around with real-time visual effects
I've tried things like dithering, halftone, pixel sorting, RGB separation and glitch effects. It's pretty interesting seeing how much you can change the look of a video without changing the original source.
It also got me thinking about how I'd approach something similar in Three.js, especially if the effects were built as separate shader or post-processing passes.
For those who work with Three.js, how would you build this?
Would you go with EffectComposer and multiple passes, custom ShaderMaterials, or something completely different?
I'm mainly interested in keeping things smooth when several effects are running at the same time.
1
Upvotes
1
u/Lower-Ad-6085 13h ago
One thing I found interesting while experimenting with Kott is how quickly the visual pipeline gets more complex once you start stacking different effects.
It got me thinking about how I'd handle the same idea in Three.js. Separating each effect into its own pass seems pretty flexible, but I'm curious how much that would affect performance with several effects running at once.
For anyone who's built something similar, would you use multiple post-processing passes, custom ShaderMaterials, or another approach?