-
Hello together,
we are using detail- / geometry normals. Is there a way to support per geometry detail normals in x3dom?
Thanks for your help
Carl
-
All 3D models in CesiumJS will use the PBR shader. This works great for models that define PBR materials and/or have metallic/roughness texture etc.
But for simple, untextured geometry, as is comm…
-
Thank you very much for your series of work. I try to optimize nvdifmodeling with reference to nvifrecmc to improve training efficiency.
The result is that the training speed is improved, but the eff…
-
This shader would be amazing as a solution usable in shadergraph.
I am currently trying to create a custom master node that will do just that. However seeing as you are the creator (and also work o…
-
#### Concept
* Aim for to one ray-pixel budget. In theory 2rpp is may work for low-poly game.
* Micro-probes or surfels or hybrid
* Assume that game-level is static for now (special case for Move…
-
https://github.com/dfelinto/blender/blob/master/source/blender/gpu/shaders/gpu_shader_material.glsl#L2628
so this node gives us PBR in the viewport, and I think is already in our sources.
i…
-
**Is your feature request related to a problem? Please describe.**
The existing way for tiling reduction still gives rather noticeable tile seams.
**Describe the solution you'd like**
Use hex til…
-
**Describe the project you are working on:**
I am building a VRM importer for Godot. VRM is a glTF extension based around distribution of stylized non-realistic characters such as models available …
-
Thanks for making this library! I'm looking forward to playing with it :)
One thing at a glance - I downloaded some basic sphere model from turbosquid and it comes with some material. When I load i…
dakom updated
6 years ago
-
### Describe the project you are working on
Platformer (n/a really)
### Describe the problem or limitation you are having in your project
Additional to colour modulation (which Godot curr…