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Learn Three.js

You're reading from   Learn Three.js Program 3D animations and visualizations for the web with JavaScript and WebGL

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Product type Paperback
Published in Feb 2023
Publisher Packt
ISBN-13 9781803233871
Length 554 pages
Edition 4th Edition
Languages
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Author (1):
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Jos Dirksen Jos Dirksen
Author Profile Icon Jos Dirksen
Jos Dirksen
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Toc

Table of Contents (21) Chapters Close

Preface 1. Part 1: Getting Up and Running
2. Chapter 1: Creating Your First 3D Scene with Three.js FREE CHAPTER 3. Chapter 2: The Basic Components that Make up a Three.js Application 4. Chapter 3: Working with Light Sources in Three.js 5. Part 2: Working with the Three.js Core Components
6. Chapter 4: Working with Three.js Materials 7. Chapter 5: Learning to Work with Geometries 8. Chapter 6: Exploring Advanced Geometries 9. Chapter 7: Points and Sprites 10. Part 3: Particle Clouds, Loading and Animating Models
11. Chapter 8: Creating and Loading Advanced Meshes and Geometries 12. Chapter 9: Animation and Moving the Camera 13. Chapter 10: Loading and Working with Textures 14. Part 4: Post-Processing, Physics, and Sounds
15. Chapter 11: Render Postprocessing 16. Chapter 12: Adding Physics and Sounds to Your Scene 17. Chapter 13: Working with Blender and Three.js 18. Chapter 14: Three.js Together with React, TypeScript, and Web-XR 19. Index 20. Other Books You May Enjoy

Working with Light Sources in Three.js

In Chapter 1, Creating Your First 3D Scene with Three.js, you learned about the basics of Three.js, and in Chapter 2, The Basic Components that Make up a Three.js Application, we looked a bit deeper at the most important parts of the scene: the geometries, meshes, and cameras. You might have noticed that we skipped exploring the details of lights in that chapter, even though they make up an important part of every Three.js scene. Without lights, we won’t see anything rendered (unless we use basic or wireframe materials). Since Three.js contains several different light sources, each of which has a specific use, we’ll use this chapter to explain the various details of lights and prepare you for the upcoming chapters on material usage. By the end of this chapter, you’ll know the differences between the available lights and be able to choose and configure the correct light for your scene.

Note

WebGL itself doesn’t...

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