Light bloom effect with sphere mesh or photodome

Hi Everyone,

I created a fake light bloom effect if facing a particular direction:

I tried doing all of what I have above with an photoDome but couldn’t make it glow so I used a sphere mesh with a sky texture.

How can I make the sphere have infinite distance like a photoDome? (ideally, without needing to keep moving the sphere) I don’t want the player to be able to walk to the edge.

Or how can I do the same thing with an actual photoDome/skybox and make it glow?

I’m trying to do something like this:

If you have any other ideas how to improve it please let me know.

You can set the sphere position to be equal to the camera position: that way, it will “follow” the camera wherever it goes:

Small caveat: glTF files are left handed, so you need to negate the x coordinate of the camera before setting it to the sphere.

Thanks! I need a giant sphere because there may be far away objects that need to be within the scene.

How would I handle clipping? For example, if my camera.maxZ = 100, but I need the sphere beyond that.

I tried setting a larger bounding box but it didn’t work:
sphere.setBoundingInfo(new BABYLON.BoundingInfo(new BABYLON.Vector3(-1000, -1000, -1000), new BABYLON.Vector3(1000, 1000, 1000)));

Here’s a solution in case anyone is trying to do the same thing.

I put the sphere on renderingGroupId = 0 and everything else on renderingGroupId = 1.

Then the sphere can be any size smaller than clipping distance. Other meshes can extend beyond the sphere and still be visible:

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