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Post-processing visual effects including chromatic aberration, vignette, depth of field, film grain, color grading, and LUT support. Use when adding cinematic polish, retro aesthetics, camera simulation, or atmospheric effects to 3D scenes. Essential for mood, style, and visual storytelling.
npx skill4agent add bbeierle12/skill-mcp-claude postfx-effectsnpm install @react-three/postprocessing postprocessingimport { Canvas } from '@react-three/fiber';
import { EffectComposer, ChromaticAberration, Vignette, Noise } from '@react-three/postprocessing';
function CinematicScene() {
return (
<Canvas>
<Scene />
<EffectComposer>
<ChromaticAberration offset={[0.002, 0.002]} />
<Vignette darkness={0.5} offset={0.3} />
<Noise opacity={0.05} />
</EffectComposer>
</Canvas>
);
}import { ChromaticAberration } from '@react-three/postprocessing';
import { BlendFunction } from 'postprocessing';
import { Vector2 } from 'three';
// Subtle cinematic fringing
function SubtleChromaticAberration() {
return (
<ChromaticAberration
offset={new Vector2(0.001, 0.001)}
radialModulation
modulationOffset={0.2}
/>
);
}
// Intense glitch effect
function GlitchChromaticAberration() {
const offsetRef = useRef();
useFrame(({ clock }) => {
if (offsetRef.current) {
const glitch = Math.random() > 0.95 ? 0.01 : 0.002;
offsetRef.current.offset.set(glitch, glitch * 0.5);
}
});
return (
<ChromaticAberration
ref={offsetRef}
offset={new Vector2(0.002, 0.002)}
blendFunction={BlendFunction.NORMAL}
/>
);
}import { Vignette } from '@react-three/postprocessing';
// Soft cinematic vignette
function CinematicVignette() {
return (
<Vignette
offset={0.3} // Distance from center before darkening
darkness={0.5} // How dark edges become
eskil={false} // Use natural vignette formula
/>
);
}
// Harsh spotlight effect
function SpotlightVignette() {
return <Vignette offset={0.1} darkness={0.9} eskil={true} />;
}import { DepthOfField } from '@react-three/postprocessing';
// Focus on specific distance
function StaticDOF() {
return (
<DepthOfField
focusDistance={0.02}
focalLength={0.05}
bokehScale={3}
height={480}
/>
);
}
// Focus follows target object
function TrackingDOF({ targetRef }) {
const dofRef = useRef();
const { camera } = useThree();
useFrame(() => {
if (targetRef.current && dofRef.current) {
const distance = camera.position.distanceTo(targetRef.current.position);
dofRef.current.target = distance;
}
});
return <DepthOfField ref={dofRef} focusDistance={0} focalLength={0.02} bokehScale={2} />;
}import { Noise } from '@react-three/postprocessing';
import { BlendFunction } from 'postprocessing';
// Subtle film grain
function FilmGrain() {
return <Noise opacity={0.04} blendFunction={BlendFunction.OVERLAY} />;
}
// Heavy VHS noise
function VHSNoise() {
return <Noise opacity={0.15} blendFunction={BlendFunction.SCREEN} />;
}import { HueSaturation, BrightnessContrast } from '@react-three/postprocessing';
// Desaturated cinematic look
function CinematicGrade() {
return (
<>
<HueSaturation hue={0} saturation={-0.2} />
<BrightnessContrast brightness={-0.05} contrast={0.1} />
</>
);
}
// Warm sunset mood
function SunsetGrade() {
return (
<>
<HueSaturation hue={0.05} saturation={0.15} />
<BrightnessContrast brightness={0.02} contrast={0.05} />
</>
);
}
// Cold sci-fi atmosphere
function SciFiGrade() {
return (
<>
<HueSaturation hue={-0.1} saturation={-0.1} />
<BrightnessContrast brightness={-0.1} contrast={0.15} />
</>
);
}import { LUT } from '@react-three/postprocessing';
import { LookupTexture } from 'postprocessing';
function LUTGrading() {
const [lut, setLut] = useState(null);
useEffect(() => {
LookupTexture.createLookupTexture('/luts/cinematic.cube').then(setLut);
}, []);
if (!lut) return null;
return <LUT lut={lut} tetrahedralInterpolation />;
}import { ToneMapping } from '@react-three/postprocessing';
import { ToneMappingMode } from 'postprocessing';
function CinematicToneMapping() {
return <ToneMapping mode={ToneMappingMode.ACES_FILMIC} />;
}import { Scanline } from '@react-three/postprocessing';
function CRTScanlines() {
return <Scanline density={1.25} opacity={0.15} blendFunction={BlendFunction.OVERLAY} />;
}import { GodRays } from '@react-three/postprocessing';
function VolumetricLight() {
const sunRef = useRef();
return (
<>
<mesh ref={sunRef} position={[0, 5, -10]}>
<sphereGeometry args={[1, 32, 32]} />
<meshBasicMaterial color="#FFF8E0" />
</mesh>
<EffectComposer>
{sunRef.current && <GodRays sun={sunRef.current} exposure={0.5} decay={0.9} blur />}
</EffectComposer>
</>
);
}function CinematicStack() {
return (
<EffectComposer>
<ToneMapping mode={ToneMappingMode.ACES_FILMIC} />
<HueSaturation saturation={-0.15} />
<BrightnessContrast brightness={-0.05} contrast={0.1} />
<ChromaticAberration offset={[0.001, 0.001]} />
<Vignette darkness={0.4} offset={0.3} />
<Noise opacity={0.03} blendFunction={BlendFunction.OVERLAY} />
</EffectComposer>
);
}function VHSStack() {
return (
<EffectComposer>
<HueSaturation saturation={-0.3} />
<BrightnessContrast contrast={0.2} />
<ChromaticAberration offset={[0.005, 0.002]} />
<Scanline density={1.5} opacity={0.1} />
<Noise opacity={0.1} blendFunction={BlendFunction.SCREEN} />
<Vignette darkness={0.6} offset={0.2} />
</EffectComposer>
);
}function DreamStack() {
return (
<EffectComposer>
<DepthOfField focusDistance={0.01} focalLength={0.1} bokehScale={4} />
<Bloom luminanceThreshold={0.3} intensity={0.8} />
<HueSaturation saturation={0.2} hue={0.05} />
<BrightnessContrast brightness={0.1} />
<Vignette darkness={0.3} offset={0.4} />
</EffectComposer>
);
}function TimeDrivenEffects() {
const hueRef = useRef();
const vignetteRef = useRef();
useFrame(({ clock }) => {
const t = clock.elapsedTime;
if (hueRef.current) hueRef.current.hue = Math.sin(t * 0.1) * 0.1;
if (vignetteRef.current) vignetteRef.current.darkness = 0.4 + Math.sin(t * 2) * 0.1;
});
return (
<EffectComposer>
<HueSaturation ref={hueRef} saturation={0} hue={0} />
<Vignette ref={vignetteRef} darkness={0.4} offset={0.3} />
</EffectComposer>
);
}function AudioReactiveEffects({ audioData }) {
const chromaRef = useRef();
const vignetteRef = useRef();
useFrame(() => {
if (!audioData) return;
const bass = audioData[0] / 255;
const mid = audioData[4] / 255;
if (chromaRef.current) {
const offset = 0.001 + bass * 0.005;
chromaRef.current.offset.set(offset, offset * 0.5);
}
if (vignetteRef.current) {
vignetteRef.current.darkness = 0.3 + mid * 0.3;
}
});
return (
<EffectComposer>
<ChromaticAberration ref={chromaRef} offset={[0.001, 0.001]} />
<Vignette ref={vignetteRef} darkness={0.4} offset={0.3} />
</EffectComposer>
);
}function TemporalCollapseEffects() {
const chromaRef = useRef();
useFrame(({ clock }) => {
if (chromaRef.current) {
const pulse = Math.sin(clock.elapsedTime * 1.5) * 0.001;
chromaRef.current.offset.set(0.002 + pulse, 0.001 + pulse * 0.5);
}
});
return (
<EffectComposer>
<ToneMapping mode={ToneMappingMode.ACES_FILMIC} />
<HueSaturation hue={-0.05} saturation={-0.1} />
<BrightnessContrast brightness={-0.05} contrast={0.1} />
<ChromaticAberration ref={chromaRef} offset={[0.002, 0.001]} />
<Vignette darkness={0.5} offset={0.25} />
<Noise opacity={0.02} blendFunction={BlendFunction.OVERLAY} />
</EffectComposer>
);
}| Technique | Impact | Solution |
|---|---|---|
| Multiple blur effects | High | Combine DOF with bloom carefully |
| High DOF resolution | High | Use |
| LUT loading | Medium | Preload, cache texture |
| Many effects | Medium | Order effects efficiently |
function OptimizedEffects() {
return (
<EffectComposer multisampling={0}>
<ToneMapping mode={ToneMappingMode.ACES_FILMIC} />
<Vignette darkness={0.4} />
<Noise opacity={0.02} />
<Bloom intensity={1} mipmapBlur levels={4} />
</EffectComposer>
);
}postfx-composerpostfx-bloompostfx-router