Mo

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Thanks @swang . I managed to generate one, though they don't work very well. Probably because I'm trying to fit cartoon character style faces (eyes tend to be enormous)

Going to close this issue. It turns out the bloom post-processing I was using doesn't play nice with the fog volume density.

@mjurczyk The pmndrs bloom

Windows 10 (10.0.19045 Build 19045) ![image](https://github.com/pmndrs/postprocessing/assets/236984/40269b0c-84a0-4bd7-9e2b-2662da47cbc4)

Looks like an improved shader is on the way https://github.com/mrdoob/three.js/blob/1558bf0ec01e5b16e26db26bba5495fa0e49f24d/src/renderers/shaders/ShaderChunk/lights_physical_pars_fragment.glsl

@ViNeek Thanks for the update I currently use `toktx` CLI to compress my textures to KTX2 as typically I ship my GLBs as geom only (without materials applied due to...