Erich Loftis
Erich Loftis
Hi @rohan-deshpande , Yes for your use case, you're going to need layers of some sort. I was the one who implemented the shadowmesh feature a while back. They were...
Hi @mrdoob and @tiesselune , Chrome 56 and Firefox 51 have just landed, which means WebGL 2.0 is enabled by default (WebGL2 follows the OpenGL ES 3.0 spec). That means...
Hello @LeviPesin ! Thank you for the kind words. I'm glad you are enjoying the renderer and I hope you are finding it useful. About porting it to WebGPU, yes...
Hello @JustLexxy , Yes it is possible to not use any blue noise at all. Locate this line inside the large main() function inside of the PathTracing fragment shader file...
@JustLexxy Glad I could clarify! Yes, unfortunately all path tracers have to deal with noise in one form or another. Noise (randomness) is a curiosity because on one hand, it...
@JustLexxy Ah yes I don't really have documentation, but I did try to follow three.js when it was just starting out all those years ago, and instead have numerous small,...
Oh that would be cool! Feel free to post here. Glad the examples were helpful!
Hello @VinAr22 Thank you! Yes it should be possible to use an html canvas element as a texture. Each demo (the .html file) has a fragment shader (.glsl) associated with...
@q750831855 Hello, I'm sorry but I don't quite understand - is the top rendering using LinearEncoding, and the bottom render with the flower circled in red using RGBEEncoding? THREE.js only...
pinging @mrdoob Hi Ricardo, sorry to bother you - what is the preferred way to load an HDR environment map in three.js? If you look at the code picture in...