-
Hi there, do i need i specific lamp or setup to have those lights ? I activated the option in camera properties.
![bug_armory3](https://cloud.githubusercontent.com/assets/15276930/21639876/c11c2d5e-d…
-
I reckon lighting should be more subtle in the day, so that it looks cooler when it becomes night.
Also the new shadow (volumetric?) thingies are overriding the lights, which is a little annoying. An…
-
Playing with this volumetric lighting in a project of ours - looks absolutely brilliant, except of course for transparent geometry which looks like it's being rendered later. Is it just a matter of tw…
-
`calc_mainuse` only works if a building has up to two uses: it takes the buildings' uses and generates an array of uses with the largest area (`array_max`) and with the smallest area (`array_min`). If…
-
Using data from the HMD, determine location of lighthouses relative to it.
-
I have been experiencing a visual bug relating to lighting effects in the 0.9.1 stable release and in the 0.9.2 release candidate 1. It looks like all glow effects are being displaced above the object…
-
So as it turns out see through portals actually work without Optifine, however I can't play modpack without Optifine.
Also, Optifine just straight up crashed it in my test with just a few mods. Which…
-
_Putting this here for my own reference. All credit goes to Greylocke._
## Mek Gas Tech, part 1 - Hydrogen batteries
In reality, Hydrogen is an energy carrier -- a means of transporting the energy th…
-
Hi!
I have a question. Where is demos?
and I have a feature request:
1 - Volumetric Fog
2- Area lights
3- Particle system (light sensitive and collision-detection)
Thx
-
# The link
http://demo.bkcore.com/threejs/webgl_tron_glow.html
# The code
```
glowcomposer = new THREE.EffectComposer( renderer, renderTarget );
glowcomposer.addPass( renderModelGlow ); // RenderPa…