Announcing TresJS v5.0 🎉
Our proudest release so far. Declarative @threejs for @vuejs gets a major upgrade:
✨ WebGPU experimental support
🛠️ New create-tres CLI tool
⚡ Re-imagined context
🔧 Refactored composables
Ready to build the future of 3D on the web?
New post-processing docs for @tresjs_dev are live now! ✨
Built with @nuxt_js and Nuxt UI, they’re LLM‑ready and packed with demos and effects so you can copy, paste, tweak and learn fast.
Check them out and tell me what you build with them 👇
Part 2 of Build a Porsche 911 car showcase with Vue and @tresjs_dev is out!
We take the Porsche showcase from "working" to "showroom" by tuning the car's materials for that reflective, polished paint, and building a custom GLSL shader for the gradient backdrop.
Full video 👇🏻
Remember the 3D Porsche Carrera 911 showcase from the @tresjs_dev lab? 🤔
I created a video on my Youtube channel to show you how to build your own with @vuejs
Link in the thread 👇🏻
@josefelix_zara@vuefes@tresjs_dev@threejs As a base layer yes. But Fractal Brownian Motion (fBm) is a composition technique, ou sum multiple octaves of noise (often Perlin, Simplex, or similar)
Perlin noise at base frequency + Perlin at 2× frequency / 2 amplitude + Perlin at 4× frequency / 4 amplitude …
When @vuefes Japan launched their 2025's website, I felt in love with the visuals and the suminagashi-like shader inside the Hinomaru😍
So I had a lot of fun porting it to @tresjs_dev and @threejs TSL shading language.
More info about the technique and link below 👇
Thank you @alvarosabu 💚
I got to render this 3rd Bulbasaur with just a few lines thanks to @tresjs_dev.
I just created the TresCanvas with a GLTFModel component from Cientos with the path prop pointing to an url of the .glb model 🙏
Should I now start to learn more about 3D?
Grating diffraction! So I found this book serie: https://t.co/BE6AjV5pue (which is free) from #nvidia, is a little old but I am having fun reading it and trying to apply some examples using #threejs. As always with @tresjs_dev
I'm part of the Nuxt core team. Recently, I've had a few people ask me what it's like to work at Vercel.
I work for myself. I fund my Nuxt work through GitHub sponsors and Nuxt SEO Pro.
If a corp does want to hire me to work on open-source / Nuxt, reach out.
Have you ever wondered how games like Divinity: Original Sin 2 or Baldur’s Gate 3 create those ethereal ghost/spectral effects? 👻
I wrote a short breakdown on building a ghost shader with Three.js TSL (WebGPU), using a Fresnel-based rim glow, emissive cyan light and bloom:
https://t.co/oBnThCcaDA