Filter
Exclude
Time range
-
Near
#3DGSMeetup Envmap Full-body Gasussian Codec Avatars ライティングもアピってたりするらしい Gaussian Avaterの基本 メッシュに追従するSplatを動かしている 向きの修正がむずめ
1
1
3
97
My #threejs Lumen Decor Studio is getting an update. It will now support more settings and more complex scenes, thanks to the latest library updates. I'm combining #WebGPU SSGI with light probes, giving us the best of both worlds. Real-time light bounces via SSGI, and when the camera stops moving, I bake probes to measure the average light in the room, generating fill lights that paint an envmap. I also created a denoiser for SSGI, avoiding the previous blur that discarded the AO. Now, everything is lighter, a little noisier, but it complements indirect light well. Live link coming soon. BTW: The video is on my YouTube Channel in case you want to watch it in a higher resolution: youtu.be/cDYIdId3XSY #creativecoding #archiviz #WebGPU
17
45
397
29,301
And then God said GRASS!! 🤣 It looks great, but I'm still trying to improve the quality of the shadow cast by the grass and PERF as well. If anyone knows some trick... please lmk!!!! 🙃 #threejs #grass #glsl #webgl #shader #light #trail #envmap #fresnel
5
3
38
3,751
May 14
Made some progress. Custom shader chunks for soft shadows for balls, procedural textures for diffuse and envmap. Added matcap shader for a cheaper option as well. #procedural #playcanvas #billiards
3
7
2,139
Just testing out the PBR shader plugin vs VertexLitGeneric Envmap, what do you fellas think?
12
5
51
752
Hey Hey! Something epic is cooking here! The HDRI map generated by ChatGPT Image 2 is totally crazy! Only need to upscale it though #threejs #HDRI #envmap #godray #trail #reflection #fresnell #lightprojection #terraingeneration
12
10
154
10,596
Replying to @codetaur @threejs
This would be rad for product demo screen caps. Just let us load a url and set the envmap, instant demo environment.
1
7
887
Instead of bloating environment variables, I've created an `envMap()` helper in Laravel config. This is for values that : - are not secrets - have hardcoded values depending on the environment Thoughts?
13
50
18,964
Hi everyone! Hope you don't mind me asking 🙏 So I've been working on this little project — it's a 3D mirror room built with Three.js for an AI testing platform I'm developing. The idea is pretty simple: you walk into a room full of mirrors, click on one, and it takes you into a challenge. Sounds easy right? 😅 Well... the room part went fine. Mirrors are placed, lighting looks decent, I was feeling pretty proud of myself actually. Then I tried to make the mirrors actually reflect things. That's when everything fell apart 😭 Here's what I've tried so far: - CubeCamera for reflections → it works but fps dropped so badly I could make coffee between frames ☕ - MeshStandardMaterial with envMap → reflections show up but super blurry like looking through foggy glass - Switched to RenderTarget → mirrors started reflecting each other infinite loop... browser almost died 💀 - Added polygonOffset for Z-fighting → better but still flickering at some angles I've been staring at this for days and honestly I'm stuck 😅 If anyone has experience with Three.js mirror reflections, I'd really appreciate any advice on which direction to go 🙏 Thank you so much! 💜
4
18
438
Replying to @at010303
Nah, it's not an HDRI. The sky is a custom shader-based sphere with procedural gradients, cloud texture, and dynamic sun/moon/stars. There's a separate envmap (cubemap) for reflections, but the visible sky itself is fully procedural.
4
72
RSC -> A zustand-like createStore impl -> R3F canvas -(splits into 4 things here)> 1. PerspectiveCamera (custom R3F camera rig OrbitControls beneath it for the drag based manipulation of model) 2. Lighting done via IBL with envMap from 3js 3. GLTF loader for materials (MeshStandardMaterial, MeshPhysicalMaterial, MeshBasicMaterial, (Raw)ShaderMaterial), AnimationMixer for on model clip animations 4. CameraTransformStore local state so GSAP can handle animations for scrolling/rotations/zoom etc from bottom left buttons using R3F camera, when user inputs a drag input control is given to OrbitCamera instead. Its not tiger rendering it and its not just WebGL
1
2
62
Replying to @dangreenheck
One thing that really helps achieve the final effect is copying the texture of the current render target before rendering the sea/water mesh, and then using it for refraction. The blending between refraction and envmap reflections depends from the fresnel factor If you also use the depth texture in combination, you can fade out with blur or simply with the colour of the water Btw, great job 👌👌👌
1
5
279
$envmap "env_cubemap"
“Forza isn’t that realistic” Forza:
1
12
253
Next up: - 60fps for 1 million splats - Shadows support - SH integration in both lit/unlit mode. - Envmap support in unlit - Automatic physic - Cool shader fade in/out animation in TSL
1
8
970
GAZE UPON MY MAJESTY 👑 - #genuary5 Banged out this cute #backrooms shader today, think it could be a cool envMap shader. Code is #cc0 check the first comment! #genuary #gamedev #creativecoding #art ft : #threejs
1
1
6
330
the only change scott made is making her eyes smaller (and upside down) the weird white glow is just the envmap of the endo textures being at the right angle to cover the entire endo head
6
829
This was actually mainly for a comm and the final model may be different. 724 tri, one 64x64 texture another 16x16 one for the highlight envmap.
26
214
2,944
48,042
You can sample Skylight EnvMap directly in materials and unlike "Sky Atmosphere" nodes, it also takes full cloudscape into account. Perhaps could be used for masking snow glints...? (copied from engine sources and normally it's not available in materials) #UE5 #protip
3
18
138
9,242
25 Oct 2025
Replying to @EckhartsLadder
It's not concrete. Halo CE was an early implementation of pixel shaders afaik, so the reflective envmap textures were very intentional. That was as close to a rough metal as you could really get with the tech at the time. It looks like a grungy worn metal, both then and now.
2
2
81
6,013