To make the background transparent, you must pass alpha
as true
to the renderer
:
renderer = new THREE.CanvasRenderer({ alpha: true });
After that, you can set it to be transparent:
renderer.setClearColor( 0x000000, 0 );
We also included a black background color for the div
so you can observe it in action
.waves {
height: 100vh;
background-color: black
}
/*
ThreeJs custom waves
Original script by ThreeJS : https://threejs.org/examples/canvas_particles_waves.html
Modified version for Cloudoru by Kevin Rajaram : http://kevinrajaram.com
Date: 08/14/2014
*/
var SEPARATION = 40, AMOUNTX = 130, AMOUNTY = 35;
var container;
var camera, scene, renderer;
/*
if (window.WebGLRenderingContext){
renderer = new THREE.WebGLRenderer({ alpha: true, antialias: true });
}
else {
renderer = new THREE.CanvasRenderer();
}
*/
var particles, particle, count = 0;
var windowHalfX = window.innerWidth / 2;
var windowHalfY = window.innerHeight / 2;
init();
animate();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
if(container) {
container.className += container.className ? ' waves' : 'waves';
}
camera = new THREE.PerspectiveCamera( 120, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.y = 150; //changes how far back you can see i.e the particles towards horizon
camera.position.z = 300; //This is how close or far the particles are seen
camera.rotation.x = 0.35;
scene = new THREE.Scene();
particles = new Array();
var PI2 = Math.PI * 2;
var material = new THREE.SpriteCanvasMaterial( {
color: 0xFFFFFF, //changes color of particles
program: function ( context ) {
context.beginPath();
context.arc( 0, 0, 0.1, 0, PI2, true );
context.fill();
}
} );
var i = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
particle = particles[ i ++ ] = new THREE.Sprite( material );
particle.position.x = ix * SEPARATION - ( ( AMOUNTX * SEPARATION ) / 2 );
particle.position.z = iy * SEPARATION - ( ( AMOUNTY * SEPARATION ) - 10 );
scene.add( particle );
}
}
renderer = new THREE.CanvasRenderer({ alpha: true });
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.setClearColor( 0x000000, 0 );
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', onWindowResize, false );
}
function onWindowResize() {
windowHalfX = window.innerWidth / 2;
windowHalfY = window.innerHeight / 2;
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize( window.innerWidth, window.innerHeight );
}
function animate() {
requestAnimationFrame( animate );
render();
}
function render() {
var i = 0;
for ( var ix = 0; ix < AMOUNTX; ix ++ ) {
for ( var iy = 0; iy < AMOUNTY; iy ++ ) {
particle = particles[ i++ ];
particle.position.y = ( Math.sin( ( ix + count ) * 0.5 ) * 20 ) + ( Math.sin( ( iy + count ) * 0.5 ) * 20 );
particle.scale.x = particle.scale.y = ( Math.sin( ( ix + count ) * 0.3 ) + 2 ) * 4 + ( Math.sin( ( iy + count ) * 0.5 ) + 1 ) * 4;
}
}
renderer.render( scene, camera );
// This increases or decreases speed
count += 0.2;
}
canvas{
position: absolute;
top:0;
left:0;
z-index:2;
}
.waves {
height: 100vh;
background-color: black
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r68/three.min.js"></script>