Francisco Avila Beltran
Francisco Avila Beltran
@matt-42 thanks for the PR. What's the best way to visually inspect these changes?
@nicolab28 could you clarify what you mean by Transparency mask? such as, what's the use case? To make sure we guide you in the right direction.
Hi @xiaxc1 , what do you mean by " the case of parallel light"? could you re-phrase the question?
@xiaxc1 the PBRT book is a great resource with theory and sample (CPU) code: http://www.pbr-book.org/3ed-2018/Light_Sources/Point_Lights.html . The newer version will include a GPU implementation but I don't think that's public...
@matt-42 thanks for submitting the PR! We'll take a look this week.
@jaxry would you be able to point us in the right direction here?
@xiaxc1 the renderer supports normal maps already. Is there a particular reason why you would prefer bump maps over normal maps?
> Hi, > Even after convergence, some noisy white pixels remains in the scene: >  > > Is there any workaround ? @matt-42 do you have glass on the...
Hi, At [HOVER](https://hover.to), we recently open-sourced our Ray Tracing Renderer. It's a **drop-in** replacement for the WebGLRenderer in three.js.  **Links** * [Repository](https://github.com/hoverinc/ray-tracing-renderer/) * [Demo: WebGLRenderer vs RayTracingRenderer](https://hover-demos.s3.amazonaws.com/ray-tracing-renderer/readme-example/index.html) **Note** *...
> @elfrank Nice demo! It takes a while to get a nicer render with the raytracer than with the WebGLRenderer, though. Yes, we use path tracing, which could be broadly...