-
```
If an texture is specified, this is used as tile for the ground.
Additional to this, the tile mapping size could be specified and influence the
perceived altitude of the viewer.
This however, r…
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This covers parameter handling for entry points along with semantics and
inter-stage signature construction.
## Milestones
### Compile a runnable shader from clang (#7)
* [x] Support `SV_GroupIndex…
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Hi, congratulations on the ECCV acceptance of this wonderful work. Since I'm new to computer graphics and 3D modeling, I'm quite confused how the symmetrical chamfer distance can approximate the surfa…
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We could default to [0,1, 0, 1] but more generally the underlying mapping functions should accept an array, raster-palette, or raster-RGB (and allow set xmin,xmax,ymin,ymax) - see FIXME in texture_map…
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## 🚀 Feature
Incorporate normal mapping into the rendering pipeline.
A normal map is an image using which the mesh normals are manipulated before rendering.
## Motivation
[Normal mapping](http…
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## What just happened?
1) Rez a box.
2) Apply a PBR material to the top face.
3) Uncheck 'Stretch Textures' in the Build floater.
4) Set Mapping to Default.
5) Resize the box by scaling it bigger.…
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Hi,
Is there a way to use PyTorch3dD renderers to render the NIMBLE mesh using the diffuse maps and the normal and specular maps?
For diffuse maps, it's easy to create a Mesh object with Texture…
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Much like how some textures in the game have the "No mipmap" flag set for them to make sure they're always full quality, I feel like the groups textures for War Paints/Decorated weapons should have th…
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```
See attached screenshot.
The 3D Preview for a 'Convert to height' operation does not show anything
useful, since all 'bump mapping' options still assume that the input texture is
a normal map.
…
-
```
See attached screenshot.
The 3D Preview for a 'Convert to height' operation does not show anything
useful, since all 'bump mapping' options still assume that the input texture is
a normal map.
…