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For PPE work @adrifoster and @linniahawkins noticed that Meier parameters are all hard coded.
Looks like all of these are in [clm_varcon](https://github.com/ESCOMP/CTSM/blob/ab466d6f9789ca3df2c72bd…
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# Blinn Phong with Roughness Textures
This article explains a method for using roughness textures with blinn phong.
[https://cientistavuador.github.io/articles/1_en-us.html](https://cientistavuador.…
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# Problem
When setting a roughnessMap on a standard material, the existing colorspace used by that texture is not applied.
Ex:
```
const roughness = useTexture("roughness.png");
return(
…
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### Describe the project you are working on
A 3D game with a slightly custom art style
### Describe the problem or limitation you are having in your project
Currently, the only control there …
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# The Climate Modeling Alliance
## Software Design Issue 📜
### Purpose
1. Clima ocean has a parameterization that requires that the roughness lengths to be a function of u_star, q_star, \theta_star…
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### Description
I am using post-processing with WebGL 2.0 and encountered a limitation in the SSRShader. Currently, the shader uses only the metalness value to determine if SSR should be applied to a…
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### Describe your feature request
As dicussed in #1105 , with this piece of code, we can output roughness/metallic images with default values of roughness/metallic.
```python
# some objects' nor…
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Throwing out for discussion the idea of having two specular roughness sliders mixed by a lerp (typically using a mask texture for the mix), similar to Megascans materials in Unreal.
This can of co…
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### Problem
Currently, biomes are controlled by a 2d perlin noise, `np_heat` and `np_humidity`.
Based on the heat and humidity at a given point, the "nearest" biome is chosen (subject to y limits)…
kno10 updated
1 month ago
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Any plans to implement roughness weights, which are still not implemented but this is extremely important feature!!! (see https://github.com/espdev/csaps/issues/59#issuecomment-1200123897 )?