Comments (1)
Hello! Yes at the bottom of the Readme for this project, one of the TODOs is to have it where you could feed the path tracer with a native Three.scene with custom geometry and materials. The reason that this is not done yet is because it is tricky and non trivial to be able to convert from the scene to a data structure data texture with all the vertex info that the ray tracer needs. However you can check out the BVH demos that load in gltf models like the Stanford bunny and dragon. I then use the three.js library to scale, position and rotate the model inside the scene to be rendered.
As it stands now you must do loading scene data like this manually, but hopefully someday I can create a clean interface that will just loop through the raw three.scene and assign geometry and materials to the data texture to be read by the path tracing renderer.
Thanks!
-Erich
from three.js-pathtracing-renderer.
Related Issues (20)
- muti material not supported
- WebGPU port HOT 3
- More abstractions HOT 9
- Using more information from earlier samples HOT 3
- More samples per frame option HOT 63
- More compatibility with three js APIs HOT 2
- Stop a caustic ray if it crosses a surface HOT 3
- Just wondering how you handled something HOT 14
- Blue noise HOT 8
- GLTF viewer textures HOT 3
- sampler2D array HOT 14
- How to use this pathtracer in Freeciv 3D version? HOT 2
- [question] how to debug glsl in chrome? HOT 2
- GLTF_Model_Viewer didn't get the right result? HOT 6
- How to incorporate it into project? HOT 9
- statistical tool: bootstrapping
- Shadow Catcher HOT 1
- Support for a THREE.ParametricGeometry HOT 1
- GLTF_Viewer is not able to load textures HOT 1
- image stretched for BHV point light source HOT 2
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from three.js-pathtracing-renderer.