Show Sidebar Log in
 

jME3 Special Effects Overview

jME3 supports several types of special effects: Post-Processor Filters, SceneProcessors, and Particle Emitters (also known as particle systems). This list contains screenshots and links to sample code that demonstrates how to add the effect to a scene.

Sample Code

  • There is one com.jme3.effect.ParticleEmitter class for all Particle Systems.
  • There is one com.jme3.post.FilterPostProcessor class and several com.jme3.post.filters.* classes (all Filters have *Filter in their names).
  • There are several SceneProcessor classes in various packages, including e.g. com.jme3.shadow.* and com.jme3.water.* (SceneProcessor have *Processor or *Renderer in their names).

Particle Emitter

public class MyGame extends SimpleApplication {
  public void simpleInitApp() {
    ParticleEmitter pm = new ParticleEmitter("my particle effect", Type.Triangle, 60);
    Material pmMat = new Material(assetManager, "Common/MatDefs/Misc/Particle.j3md");
    pmMat.setTexture("Texture", assetManager.loadTexture("Effects/spark.png"));
    pm.setMaterial(pmMat);
    pm.setImagesX(1);
    pm.setImagesY(1);
    rootNode.attachChild(pm); // attach one or more emitters to any node
  }
}

Scene Processor

public class MyGame extends SimpleApplication {
    private BasicShadowRenderer bsr;
 
    public void simpleInitApp() {
        bsr = new BasicShadowRenderer(assetManager, 1024);
        bsr.setDirection(new Vector3f(.3f, -0.5f, -0.5f));
        viewPort.addProcessor(bsr); // add one or more sceneprocessor to viewport
    }

Post-Processor Filter

public class MyGame extends SimpleApplication {
    private FilterPostProcessor fpp; // one FilterPostProcessor per app
    private SomeFilter sf;           // one or more Filters per app
 
    public void simpleInitApp() {
        fpp = new FilterPostProcessor(assetManager);
        viewPort.addProcessor(fpp); // add one FilterPostProcessor to viewPort
 
        sf = new SomeFilter();
        fpp.addFilter(sf);  // add one or more Filters to FilterPostProcessor
    }

Water

The jMonkeyEngine's "SeaMonkey" WaterFilter simulates ocean waves, foam, including cool underwater caustics. Use the SimpleWaterProcessor (SceneProcessor) for small, limited bodies of water, such as puddles, drinking troughs, pools, fountains.

See also the Rendering Water as Post-Process Effect announcement with video.

underwater2.jpg

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

  • Fade – FadeFilter

User Contributed

shaderblow_light1.jpgshaderblow_glass.jpgshaderblow_matcap.jpgshaderblow_light2.jpg

ShaderBlow - GLSL Shader Library

  • LightBlow Shader – blend material texture maps
  • FakeParticleBlow Shader – jet, fire effect
  • ToonBlow Shader – Toon Shading, toon edges
  • Dissolve Shader – Scifi teleportation/dissolve effect
  • MatCap Shader – Gold, metals, glass, toons…!
  • Glass Shader – Glass
  • Force Shield Shader – Scifi impact-on-force-field effect
  • SimpleSprite Shader – Animated textures
  • SimpleSpriteParticle Shader – Sprite library
  • MovingTexture Shader – Animated cloud/mist texture
  • SoftParticles Shader – Fire, clouds, smoke etc
  • Displace Shader – Deformation effect: Ripple, wave, pulse, swell!

Thanks for your awesome contributions! Keep them coming!

Particle Emitters: Explosions, Fire, Smoke

Particle emitter effects are highly configurable and can have any texture. They can simulate smoke, dust, leaves, meteors, snowflakes, mosquitos, fire, explosions, clusters, embers, sparks…


See also:

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