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Bump mapping works differently for lightpath, BDPT, and path integrators. Tests are done with pbrt-v4 ffdc4982b34756363a2af2793e8d4fbf43698fee
Lightpath:
![cornell_lightpath_v4](https://github.com…
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importing a geo raster using the blenderGIS uses only one CPU-core.
Is it possible to parallellize this process to multiple cores to make it faster and efficient?
This si very critical when workin…
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Does AwesomeBump has the ability to import high poly meshes and bake the results onto a low poly mesh? I've been seeing tutorials online and most them are about making PBR maps from a single image.
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Hi,
lots of embedded/mobile GPUs can't do texture fetches in vertex shader,
what would be your suggestion to implement something similar which
would work on these GPUs? Thanks!
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Hi, your tutorial is a bit too brief. I want to know if you need to overwrite it with a project file or just copy the workflow and model. I referred to your installation process and it failed. I am us…
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### Describe the project you are working on
A Godot 4 (beta 14) project using FastNoiseLite for mesh vertex shader displacement and collision shape generation (ie terrain heightmap).
### Describe th…
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Im interesting in doing a raymarched rendering of animated volume data. From looking at the texture class it only goes up to 3d. Is there something simple im missing that would allow this to be done i…
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**Is your feature request related to a problem? Please describe.**
As of now there seems to be no way to use a vertex shader in a material. Using one in the pipeline requires a lot of code.
**Desc…
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Hello,
I'm using SSAO pass for my scene. It works great for the most part, but when I apply it to a model with vertices that are animated in a custom vertex shader, there's a sort of double image. …
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Currently, texture() lookups to nonexistent textures are an error (that
propagates up to the renderer). The shader team has suggested that it
would solve some awkwardness if there was an optional…