Selective bloom effect flickering and changes model to low quality

I’ve encountered an issue with our project where the model starts flickering after I applied a bloom effect to it. This is an a-frame image-target project displaying multiple models (currently two).

I used the postprocessing script from Evan Carlson’s a-frame selective bloom project

Some observations:

  1. The script rendered the objects to low-quality
  2. Flickering occurs when the camera/phone is far from the model, moving it closer shows neon glow well, but still low-quality

Could it be related to the entities scaled down 2% to its original size?

//first entity flickers
    <a-entity
      id="logo"
      gltf-model="#logo-gltf"
      scale="0.0125 0.0125 0.0125"
      position="0 0 0.4"
      animation-mixer="clip:*"
      data-bloom="bloom"></a-entity>
    <a-entity
      id="palms"
      gltf-model="#palms-gltf"
      scale="0.0175 0.0175 0.0175"
      position="0 -0.1 0.1"
      rotation="0 0 0"
      data-bloom="bloom"></a-entity>

I should add that I’m new to AR development and 8th Wall. Could there be simpler ways to light up emissive surfaces using A-Frame?

Any guidance or troubleshooting advice would be greatly appreciated. The mural project’s already shared with the support workspace.

Hi! Welcome to the forums!

Take a look at my answer here: Issue with Anchoring A-Frame Entities to Image Targets - #3 by GeorgeButler

Hi,

The model’s origin plays a critical role in defining its bounding box, which is used to determine whether the model is within the camera’s frustum. This affects visibility, culling, and how the model interacts with post-processing effects.

If a model doesn’t adhere to best practices for its bounding box, various issues can arise. In this case, using a 2-million-polygon, 77-megabyte model on the web introduces additional challenges. Without direct access to the phone’s hardware, performance is further constrained by the browser’s capabilities.

The same principles apply to scaling. Applying post-processing effects to an entity that is excessively scaled down can cause problems. To avoid these issues, it’s best to scale the model correctly in your modeling software so that the entity appears accurate at a default scale of 1, 1, 1.

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Thanks for the help!

You were right, it worked when we compressed the gltfs to 5mb and scaled it down on the 3d software instead.

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Post a picture, we’d love to see it!

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