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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 you can use in your scene. It shows examples and explains
how to use a spotlight, a direction light, an ambient light, a point light, a hemisphere
light, and an area light. Additionally, it also shows how to apply a lens are effect on
your light source.
Chapter 4, Working with Three.js Materials, talks about the materials available in
Three.js that you can use on your meshes. It shows all the properties you can set to
congure the materials for your specic use and provides interactive examples to
experiment with the materials that are available in Three.js.
Chapter 5, Learning to Work with Geometries, is the rst of two chapters that explores
all the geometries that are provided by Three.js. In this chapter, you'll learn how to
create and congure geometries in Three.js and can experiment using the provided
interactive examples with geometries (such as plane, circle, shape, cube, sphere,
cylinder, torus, torusknot, and polyhedron).
Chapter 6, Advanced Geometries and Binary Operations, continues where Chapter 5,
Learning to Work with Geometries, left off. It shows you how to congure and use the
more advanced geometries provided by Three.js such as convex and lathe. In this
chapter, you'll also learn how to extrude 3D geometries from 2D shapes, and how
you can create new geometries by combining geometries using binary operations.
Chapter 7, Particles, Sprites, and the Point Cloud, explains how to use a point cloud
from Three.js. You'll learn how to create a point cloud from scratch and from existing
geometries. In this chapter, you'll also learn how you can modify the way the
individual points look through the use of sprites and point cloud 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 Three.
js' internal JSON format to save geometries and scenes. This chapter also explains
how to load models from formats such as OBJ, DAE, STL, CTM, PLY, and many
more.
Chapter 9, Animations and Moving the Camera, explores the various types of animations
you can use to make your scene come alive. You'll learn how to use the Tween.js
library together with Three.js, and how to work with animation models based on
morphs and skeletons.
Chapter 10, Loading and Working with Textures, expands on Chapter 4, Working with
Three.js Materials, where materials were introduced. In this chapter, we dive into
the details of textures. This chapter introduces the various types of textures that
are available and how you can control how a texture is applied to your mesh.
Additionally, in this chapter, you are shown how you can directly use the output
from HTML5 video and canvas elements as input for your textures.