jME3 Post-Processor Filters and Effects -- Overview

jME3 supports two types of effects, post-rendering filters and particle emitters. This list contains screenshots and links to sample code that demonstrates how to add the effect to a scene.

For example, post-processor filter effects are typically activated after the following pattern:

public class MyGame extends SimpleApplication {
    private FilterPostProcessor fpp;
    private SomeFilter sf;
 
    public void simpleInitApp() {
        ...
        fpp = new FilterPostProcessor(assetManager);
        sf = new SomeFilter();
        fpp.addFilter(sf);
        viewPort.addProcessor(fpp);
        ...
    }

Water

Environment Effects

Depth of Field Blur

Fog

Light Scattering

Vegetation

Light and Shadows

Bloom and Glow

Light

Shadow

Special: Glass, Metal, Dissolve, Toon

Toon Effect

Fade in / Fade out

User Contributed

shaderblow_light1.jpgshaderblow_glass.jpgshaderblow_matcap.jpgshaderblow_light2.jpg

User Contributed GLSL Shader Library

  • LightBlow Shader
  • FakeParticleBlow Shader
  • ToonBlow Shader
  • Dissolve Shader
  • MatCap Shader for glass, gold, metals, toons…
  • Glass Shader
  • Force Shield Shader

Thanks for your awesome contributions! Keep them coming!

Particles: Explosions, Fire, Smoke

 
Except where otherwise noted, content on this wiki is licensed under the following license:CC Attribution 3.0 Unported