Garrett Johnson

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[This stackexchange post](https://blender.stackexchange.com/questions/188137/optimal-noise-threshold-for-adaptive-sampling-with-ai-denoiser) seems to indicate that Blender does something similar to what you're suggesting but I'm trying to understand exactly how it would work per pixel. Presumably we compare...

Vertex color is just multiplied into the albedo but only if [material.vertexColors === true](https://threejs.org/docs/?q=material#api/en/materials/Material.vertexColors)

@alvinalexander it actually looks like the vertex colors get dropped when merging geometry right now. When prepping geometry for upload we merge it all into one mesh which also means...

Awesome! > Is there a way to cast the texture to float in order to use the existing textureSampleBarycoord method? As far as I know there's no way to use...

@alvinalexander not sure if you saw the issue but I just merged #244 which should have freed up an extra texture slot (we were at the max) to make room...

Yeah it's a good point - one issue is that three.js has not been very strict about vertex color space previously. Depending on the file format three.js might import vertex...

https://alain.xyz/blog/ray-tracing-filtering

> The GPU will apply the sRBG encoding and normalize the values. Finally the values can be sampled using textureSampleBarycoord > ... does the UIntVertextAttributeTexture support sRGB encoding? There's no...

Thanks Don! This is great. I was thinking about adding a drag and drop demo at some point -- it should make testing easier and provide a pretty good template...

Hmm -- I haven't thought about this too much so any feedback is appreciated but regarding demos here's the demos I'm imagining in the longer term now: 1. A "beauty"...