sunag

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`TextureNode` will honor `this.value.channel` (`texture.channel`), for some reason albedo is returning `channel=0` here: ![image](https://github.com/mrdoob/three.js/assets/502810/1956529a-0151-4978-bd77-05756e7c4ce3) The texture that I identified with a UV problem is albedo. If I force 'channel=1' it's...

I think it's caused by the `KHR_texture_transform` extension and somehow the uv transform matrix is ​​being shared, I have to check this more carefully.

[This PR](https://github.com/mrdoob/three.js/pull/28801) should fix this problem. ![image](https://github.com/mrdoob/three.js/assets/502810/3569132d-0a17-4643-b40d-5182bd9526fc)

I think that when we have sub-children it is better to define the property on the object instead of on the group, since the renderer deals with RenderObject, it seems...

@RenaudRohlinger @aardgoose I think all related implementations have been done in separate PR. Thanks for the help 🙏

This is very important and something I was planning too, I'll try publish something for the next release.

The packages are very interesting, transpiling them into nodes would be great, which would be very compatible with the current approach.

Follow MaterialX a considerable design change in names would be `PositionNode` and `NormalNode` to `GeometricNode( scope, space )`? For example: `new PositionNode( PositionNode.WORLD )` `new NormalNode( PositionNode.LOCAL )` ... to...

It is also interesting to think... I too think that don't have to keep the same MaterialX names if there is no need although it wouldn't be bad...

Would it be good to have a position to start ["here"](https://github.com/mrdoob/three.js/pull/20421) perhaps with new names?