// Tech

@react-three/postprocessing — Effects for R3F

The R3F-native bindings for the postprocessing package — bloom, FXAA, vignette, depth-of-field, all as React components.

@react-three/postprocessing wraps the postprocessing npm package in React components. Same effects (bloom, FXAA, vignette, depth-of-field, chromatic aberration), declarative API. You wrap your scene in <EffectComposer> and add <Bloom intensity={1.5} /> or whatever effects you need. The composition is React-native — effects can be conditionally rendered based on device tier, props can be controlled by leva sliders, GSAP can animate effect parameters. On low-tier mobile I disable all effects via `<EffectComposer disabled={isLowTier}>`. For premium desktop I usually run bloom + FXAA + vignette as the standard stack.

What you get hands-off

After delivery: the complete source handed over, commented code, and the asset pipeline documented. Hosting, SSL, nightly backups and maintenance can be part of the written offer if you need them.

// Need it on a live site? Three.js website development: 3D heroes, product viewers and scroll scenes from your models

What this delivers

Concrete output: a working r3f postprocessing integration on a real production site, not a demo. The integration includes device-tier detection so weak phones get a lighter version automatically. Source files are handed over in their original formats — Blender, GLSL, glTF — so any future developer can continue where I stopped.

How I work with it

On a typical project, r3f postprocessing ships as a self-contained module: one entry-point JS file, one CSS file, asset bundle below 1.5MB total. I keep the integration sandboxed so the rest of the site stays SEO-friendly classical HTML. Frame budget targets 60 FPS on a mid-range Android, with a measurable fallback below.

Performance budget

Lighthouse mobile target: 85+ across all categories. Before launch I run a mobile Lighthouse test and send you the result. Asset compression: glTF + Draco for meshes, KTX2 for textures, Brotli for shaders. Lazy-load any r3f postprocessing scene that isn't above the fold, with a first-paint target under 1.5s.

Frequently asked questions

Why pick this technology over alternatives?
It has the largest production-quality ecosystem, the most documentation, and the largest pool of developers who know it. For a site you want to maintain for 3+ years, ecosystem maturity matters more than feature peak.
What if a newer tool comes out next year?
I track new tooling and migrate when it makes sense, but only after the new tool ships stable production releases for at least 6-9 months. I don't rebuild client sites on bleeding-edge tools — that's the path to broken sites.
How long does this take?
It depends on scope. A simple site usually takes 1–2 weeks, larger projects take longer, and the exact timeline is in the written offer.
What does it cost?
Every project is quoted per scope — scene count, asset complexity and interactivity drive the effort. Send a short brief and you get a written fixed quote, with source code included.
What if my visitors are on weak phones?
The site detects device tier before the first scene loads and serves a lighter version on weak hardware (fewer particles, simpler shaders). Devices without WebGL get a static fallback that preserves the visual language and conversion path.

Ready to ship a 3D experience?

Tell me what you need — clear written scope, no surprises.

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