Garrett Johnson
Garrett Johnson
**Options** ```js { instanceCount, vertexCount, indexCount, expansionPercent, maxExpansionCount, // possibly just inherit? textureSize, generateMipmaps, wrapping, etc, material, } ```
@CodyJasonBennett > this is something we have designed for v10 If there's a brief write up or anything on how this would work I can take a look to see...
Unfortunately neither InstancedMesh nor BatchedMesh are directly supported by the project. Generally the way the path tracer works is all geometry is merged into a giant monolithic mesh for rendering...
There's currently no special support for hair rendering. If there are good articles on the topic feel free to leave them here for discussion, though.
Terriajs implements this [here](https://github.com/TerriaJS/terriajs/blob/0aea1b6eb566f4bc0edf971628b406d065a9ab91/lib/ReactViews/Map/BottomBar/DistanceLegend.tsx#L91) and chooses the two sibling pixels at the bottom center of the screen to determine lat / lon and measure distance between the two points using...
Hi @FrostKiwi! Thanks for the report - when the pathtracer was written three.js did not support setting custom UV channels per texture so the code is written to support the...
https://x.com/shotamatsuda/status/1841397676396708057
Thanks! I'll take a look at this more in depth when I have a chance. There has been some pretty bad energy loss for metallic materials, unfortunately. Do you mind...
Thanks - I'll have to take a deeper look at this next week. The reason #349 wasn't merged is because it was causing some models to render as too bright...
Amazing work! Thanks for putting the time in. In terms of getting an initial version merged I think these are some good goals. I think this should help get the...