
Frame Studio
Turn a screenshot into a cinematic motion video in your browser camera moves, HDR lighting, and 4K export via WebGPU. No install, no keyframes.
Read the analysis →Choosing the right post-processing tool can save you hours of development time. We've ranked and reviewed the top options available for WebGL and 3D web developers today.
Ranked post-processing
The ranking below is editorial. What moves a tool up it is not popularity but whether it is still maintained against current Three.js releases, what it costs in bundle size and runtime, and whether it composes with the rest of a project rather than taking it over.
Three.js ships roughly monthly, so a library that has not been touched in a year is a liability however good the API looks. Each entry links to its full page with the licence, the maintenance status and what it is actually used for in production.

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Turn a screenshot into a cinematic motion video in your browser camera moves, HDR lighting, and 4K export via WebGPU. No install, no keyframes.
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Geopolitical Earth planet with 8 different layers, cities, countries etc
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Real-time fluid simulation, overlays, distortion, and particle effects for three.js.
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Storybook version of Pmndrs Post Processing docs.
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The Denoiser repository by Dennis Smolek provides a post-processing utility.
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A Post processing effect for React Three Fiber, Ultimate Lens flare adds the optical aberration.
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Maintenance. Look at the date of the last release, not the star count. A tool that tracks Three.js releases will save you a migration later; one that does not will eventually pin you to an old revision.
Weight. Check what it adds to the bundle and what it does at runtime. In 3D, the runtime cost usually matters more than the download, because a library that adds draw calls costs frames on every device.
Renderer support. Anything that writes GLSL directly needs a WebGPU path before it works on WebGPURenderer. Libraries that only touch the scene graph work on either.
Licence. Most of the ecosystem is MIT, but not all of it, and asset libraries in particular often are not. Each tool page states it.
F.A.Q
What people ask about post-processing tools for Three.js.
What separates them.
Three things, in this order: whether it is still maintained against current Three.js releases, what it costs you in bundle size and runtime, and whether it composes with the rest of your stack rather than taking it over. A library that solves the problem but has not shipped in two years will cost you more than it saves.
Most of the Three.js ecosystem is open source and free for commercial use, usually under MIT. Some specialised tools and asset libraries are paid or have a paid tier. Each tool page states the licence, so check there before committing to one.
R3F, WebGPU and this ranking.
Almost all of them. React Three Fiber creates real Three.js objects underneath, so any library that operates on those objects works, either directly or wrapped in a small hook or component. Drei already wraps many of the common ones.
It varies, and it is worth checking before you commit. Libraries that only touch the scene graph work on either renderer. Anything that writes GLSL directly or reaches into WebGL internals needs a WebGPU path, which not every project has added yet.
It is editorial rather than automated: maintenance, real production use, documentation quality and how well each tool plays with the rest of a Three.js project. It is reviewed as the ecosystem moves, so a tool can drop off when it stops being maintained.
Know a post-processing tool that belongs here?
Submit it to the directory. Every submission is reviewed before it appears.