Options for a material's own glow, the emissive group of Material3D and PhongMaterial
emissive
Passing the group turns the glow on. It's added after lighting, so it shows in the dark, and follows glTF's emissive colour and texture plus KHR_materials_emissive_strength.
KHR_materials_emissive_strength
const lamp = new Material3D({ emissive: { color: 0xffcc66, strength: 3 } }); Copy
const lamp = new Material3D({ emissive: { color: 0xffcc66, strength: 3 } });
Optional
Glow colour, multiplied by texture when there is one
texture
0xffffff Copy
0xffffff
const ember = new Material3D({ emissive: { color: 'orange' } }); Copy
const ember = new Material3D({ emissive: { color: 'orange' } });
Multiplier on the glow; above 1 it goes past white, which bloom picks up
1 Copy
1
const neon = new Material3D({ emissive: { color: 0x66ccff, strength: 8 } }); Copy
const neon = new Material3D({ emissive: { color: 0x66ccff, strength: 8 } });
Glow map, multiplied by color
color
const tower = new Material3D({ emissive: { texture: litWindowsTexture } }); Copy
const tower = new Material3D({ emissive: { texture: litWindowsTexture } });
Options for a material's own glow, the
emissivegroup of Material3D and PhongMaterialPassing the group turns the glow on. It's added after lighting, so it shows in the dark, and follows glTF's emissive colour and texture plus
KHR_materials_emissive_strength.Example