vis_prime
@vis_prime
Random 3d stuff #b3d #threejs
A Shelf Configurator with physics simulation & AR Features: - Animations for everything - RoundedBoxGeometry with custom UVs to avoid texture stretching - #rapier3d for physics - #webxr + #usdz export for AR - #n8ao & #pmndrs postprocessing #threejs #webgl
Bringing every vehicle model I have to life using #blender3d #gltf #threejs & #rapierjs
Four Trails, One Geometry. Each trail loops through it's dedicated section/range in the same geometry, so there's just one draw call 👌 #threejs #rapierjs
Vehicle light glow rendering tip: Instead of just using a red emissive color to indicate glow, bake the light's rays onto the glass/enclosure in #blender3d and use that as emissive texture. Looks way more convincing 💫 #threejs #gltf #gamedev #webgl
Blender 4.2 entered Beta stage. For any user of @glTF3D format, please test it on your pipeline, and report bugs 🙏 This is the only one way to be sure to have a 4.2 ready for your production pipeline 👍 #glTF #b3d #opensource #pipelineTD #techart
This also means that Blender 4.2 LTS has officially entered Beta stage. ⬇️ Download the Beta now, test it as much as possible and report any issues you find so we can all enjoy a stable release next month builder.blender.org/download/daily/🧡 ✨ What's new: developer.blender.org/docs/release_n… #b3d
if anyone is looking for a good opportunity to help, read github.com/pmndrs/postpro… postprocessing @vanruesc has laid out milestones to reach v7
SSGI with TRAA and many other post-processing effects now seem to work on all platforms. Simply add it to your scene to get realistic graphics right away: github.com/0beqz/realism-… ▶️ Demo: …effects-git-v2-debug-obeqz.vercel.app #threejs #webgl #webdev #3D
Exciting News on Three.js WebGPU Development! I am thrilled to share that starting today, I am officially joining the talented team of maintainers at #threejs! I will focus on the WebGL backend to accelerate our transition to the new WebGPU Renderer and achieve full support.
vanilla-drei splat is available for our vanilla threejs friends github.com/pmndrs/drei-va… import { Splat, SplatLoader } from '@pmndrs/vanilla' const loader = new SplatLoader() const splat = await loader.loadAsync("shoe.splat") scene.add(new Splat(splat, camera)) thx @vis_prime
<Splat src={url} /> is now in drei. this is the @antimatter15 variant. i added data re-use w/ multiple splats, splats can freely move (tied into physics for instance), depth sort is OK, colorspace, support for alphatest and alphahash, and integrated into react-suspense.
I am proud to announce that N8AO 1.7 is out - uses three.js r158, has transparency and stencil support, and more intuitive parameters for AO behavior (when updating, set your *distanceFalloff* to 1) Link: npmjs.com/package/n8ao Github: github.com/N8python/n8ao #threejs #webgl…
Presenting: Voxel global illumination demo in three.js (Link in comments) Uses voxelization in a worker thread, blue-noise powered stochastic sampling, and A-torus denoising to create a realtime GI solution that supports completely dynamic scenes. It runs at 60-80fps (w/out…
drei has a new low level portal feature: <RenderCubeTexture>. allows you to declaratively render virtual scenes into cube or environment maps. and yes, you can make a fisheye now. or tiny planets. links below, try the demo ↓
This is pretty cool: @vis_prime has been adding @Blender Cycles to the @modelviewer @glTF3D PBR fidelity tests. In the images below, the 1st image in each sequence is Cycles, then @ThreeJS, then @garrettkjohnson's Three-GPU-Pathtracer. Looks good!