Lasse Deleuran
Lasse Deleuran
Do we have a part where it would make sense to use a glossiness map? As I understand it, we have discussed surfaces where roughness would have been useful (such...
In that case, glossness/roughness map would not work. Instead the value of "metallness" has to be adjusted according to the png: https://threejs.org/docs/#api/en/materials/MeshStandardMaterial.metalness Think of it this way. A standard brick...
If I did exactly what the spec says, then the best fit seems to be: https://threejs.org/docs/#api/en/materials/MeshPhongMaterial.specular I can set this up, and then you can try it out to see...
I have added glossmap to the branch "GLOSSMAP_support_Issue_56": https://github.com/LasseD/buildinginstructions.js/tree/GLOSSMAP_support_Issue_56 In the test file you can see how test3.png is used to make a very clear GLOSSMAP difference, causing upper-left and...
After having studied stencilbuffers and depthbuffers, it seems like these cannot be used for this purpose. Custom shaders, and "write to texture" seems to be a more viable approach.
Hi JJ, You are absolutely right. Buffer exchange commands should become supported, and I am currently working on a setup in one of my branches which will allow for just...
LDCad. Alright. I have reached out to Roland as it seemingly appears that LDCad outputs this incorrectly. I don't know about "GHOST" - it seems unnecessary, but honestly, my main...
I agree. That seems to be the main use of the commands, and also what Willy describes here: http://www.holly-wood.it/mlcad/advanced2-en.html As for "0 GHOST", it seems like it is used to...
That is unfortunate. Do you know of any particular setup that causes an application to crash? We are discussing how this should be implemented in LDCad: https://forums.ldraw.org/thread-23840-post-37443.html#pid37443 The solution in...
This is a known defect due to the physical materials using the standard materials from three.js. See end of LDRColorMaterials.js if(!texmap) { color.m = m; } The problem is that...