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Preface
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Chapter 3, Working with the Different Light Sources Available in Three.js, dives deeper
into the different lights that you can use in your scene. It shows examples and
explains how to use a SpotLight, DirectionLight, AmbientLight, PointLight,
HemisphereLight, and AreaLight sources. Additionally, it also shows how to
apply a LensFlare effect on your light source.
Chapter 4, Working with the Three.js Materials, talks about the materials available in
the Three.js library that you can use in your meshes. It shows all the properties that
you can set to congure the materials for your specic use and provides interactive
examples to experiment with the materials that are available in the Three.js library.
Chapter 5, Learning to Work with Geometries, is the rst of two chapters that explores all
the geometries that are provided by the Three.js library. In this chapter you'll learn
how to create and congure geometries in Three.js and you can experiment by using
the provided interactive examples, with geometries such as plane, circle, shape, cube,
sphere, cylinder, Torus, TorusKnot, and PolyHedron.
Chapter 6, Using Advanced Geometries and Binary Operations, continues where Chapter 5
left off. It shows you how to congure and use the more advanced geometries that are
provided by the Three.js library such as Convex and Lathe. In this chapter you'll also
learn how to extrude 3D geometries from the 2D shapes and how you can create new
geometries by combining geometries using binary operations.
Chapter 7, Particles and the Particle System, explains how to use the particle system
from the Three.js library. You'll learn how to create a particle system from scratch,
and from the existing geometries. In this chapter you'll also learn how you can
modify the way the particles look through the use of sprites and particle materials.
Chapter 8, Creating and Loading Advanced Meshes and Geometries, shows you how to
import meshes and geometries from external sources. You'll learn how to use the
Three.js library internal JSON format in order to save the geometries and scenes. This
chapter also explains how to load models from formats like OBJ, DAE, STL, CTM,
and PLY.
Chapter 9, Animations and Moving the Camera, explores the various types of animations
that you can use to make your scene come to life. You'll learn how to use the Tween.
js library together with Three.js, and you'll learn how to work with the animation
models based on morphs and skeletons.
Chapter 10, Loading and Working with Textures, expands on Chapter 4 where materials
were introduced. In this chapter we will dive into the details of textures. It introduces
the various types of textures that are available and how you can control a texture that
is applied to your mesh. Additionally in this chapter, you are shown how you can
directly use the output from the HTML5 video and canvas elements as input for
your textures.