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Learn Three.js - Fourth Edition

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

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Product type Book
Published in Feb 2023
Publisher Packt
ISBN-13 9781803233871
Pages 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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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

Summary

That’s a wrap for this chapter. We’ve explained what sprites and points are and how you can style these objects with the materials available. In this chapter, you saw how you can use THREE.Sprite directly, and that if you want to create a large number of particles, you should use a THREE.Points object. With THREE.Points, all the elements share the same material, and the only property you can change for an individual particle is its color by setting the vertexColors property of the material to true and providing a color value in the colors array of THREE.BufferGeometry, which is used to create THREE.Points. We also showed how you can easily animate particles by changing their position. This works the same for an individual THREE.Sprite instance and the vertices from the geometry used to create THREE.Points objects.

So far, we have created meshes based on geometries provided by Three.js. This works well for simple models, such as spheres and cubes, but isn’...

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