three-gpu-pathtracer
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Add support for absorption, attenuation in transmissive objects
- attenuation / absorption
- subsurface scattering
- can be used for fog?
- variable density fog / volumes?
- 3d textures
- ray marching
See
- https://github.com/KhronosGroup/glTF/blob/main/extensions/2.0/Khronos/KHR_materials_volume/README.md
- https://github.com/KhronosGroup/glTF/tree/main/extensions/2.0/Khronos/KHR_materials_transmission/README.md
- https://github.com/KhronosGroup/glTF/pull/1825
Requires use of MeshPhysicalMaterial.attenuationColor
and attenuationDistance