metalness | derive parameters for various metals | GPU library

 by   vkoylazov C++ Version: Current License: MIT

kandi X-RAY | metalness Summary

kandi X-RAY | metalness Summary

metalness is a C++ library typically used in Hardware, GPU applications. metalness has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. You can download it from GitHub.

The code that I used to derive parameters for various metals for the VRayMtl material based on data from This program was used to produce the table for our metalness blog post at
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              metalness has a low active ecosystem.
              It has 8 star(s) with 1 fork(s). There are 2 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              metalness has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of metalness is current.

            kandi-Quality Quality

              metalness has no bugs reported.

            kandi-Security Security

              metalness has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              metalness is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              metalness releases are not available. You will need to build from source code and install.
              Installation instructions are available. Examples and code snippets are not available.

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            metalness Key Features

            No Key Features are available at this moment for metalness.

            metalness Examples and Code Snippets

            No Code Snippets are available at this moment for metalness.

            Community Discussions

            QUESTION

            Are std::optional members stored contiguously?
            Asked 2021-Jun-10 at 14:23

            I suppose I'm a bit confused as to how exactly optional values are stored. When constructing a class or struct that contains std::optional members, will these members be stored contiguously in memory or does optional allocate dynamically? For example, would the below struct be one contiguous block of memory?

            ...

            ANSWER

            Answered 2021-Jun-10 at 14:22

            According to the standard std::optional is prohibited to use dynamic memory for their direct members.

            One possible layout could for example be:

            Source https://stackoverflow.com/questions/67923011

            QUESTION

            Spherical environment map blurry
            Asked 2021-May-25 at 20:44

            I took an equirectangular envMap from the three.js docs sample where it appears sharp on a sphere.

            If I load the same material into my aframe scene with the following params

            ...

            ANSWER

            Answered 2021-May-25 at 20:44

            That happens because you are using a PBR material in your code since the default material of A-Frame is MeshStandardMaterial. Meaning a material that tries to render physically correct. The official three.js example uses MeshLambertMaterial which is no PBR material. Both type of materials implement environment maps differently.

            When using a PBR material, it's recommended to use a HDR environment map which is also pre-processed with PMREMGenerator like in this example: https://threejs.org/examples/webgl_loader_gltf

            Source https://stackoverflow.com/questions/67694530

            QUESTION

            How to cast / recieve shadow in threeJs
            Asked 2021-May-12 at 13:34

            I'm pretty new to threeJS and i wanted ton have the shadow of the torus to be casted on the PlaneGeometry behind it.

            I tried to play with .castShadow & .receiveShadow but with no result

            Could you explain what I did wrong ?

            ...

            ANSWER

            Answered 2021-May-12 at 13:33

            You have used MeshBasicMaterial for your plane mesh which is a unlit material. So it does not receive shadpws. Using a lit material like MeshStandardMaterial solves the issue.

            Source https://stackoverflow.com/questions/67503470

            QUESTION

            Three JS Phong Material not showing even with Ambient Light on Custom Mesh
            Asked 2021-May-03 at 23:47

            Here I'm creating a lined object through forming a Mesh, then applying a MeshPhongMaterial.

            Have set my scene, and created a mesh object where I apply the Phong Material to. However the material itself is not evident.

            1. Is this potentially due to the way I'm creating vertices? Perhaps there is a complexity in the material (try adding wireframe to view complexity)
            2. I have added scene and ambient lighting.

            I've made a demo of this here. Here is a snippet of the material itself

            ...

            ANSWER

            Answered 2021-May-03 at 23:47

            That's because your geometry doesn't have normals, and PhongMaterial needs normals to calculate its color. Simply adding the default [0, 0, 1] normal in you xyzSet() function renders the red color you're expecting:

            Source https://stackoverflow.com/questions/67352832

            QUESTION

            textureLoader not working for a normal map
            Asked 2021-Apr-08 at 13:45

            I'm trying to load a texture with three.js to use it as a normal map. It returns no error or anything else, but the texture is not loading. I end up with a black ball

            ...

            ANSWER

            Answered 2021-Apr-08 at 13:45

            You render the scene with a normal map which is not yet fully loaded. Try it like so:

            Source https://stackoverflow.com/questions/67004770

            QUESTION

            three.js project - adding import cause blanc page
            Asked 2021-Mar-17 at 08:51

            I am new to three.js, and frontend in general. Probably very basic, but I have this problem...

            I have a demo three.js with the following: index.html:

            ...

            ANSWER

            Answered 2021-Mar-17 at 08:51

            require() in const fs = require('fs') is not part of the standard JavaScript API, it buit in Node JS. If you want to import some file, it can use tag in html, for example

            Source https://stackoverflow.com/questions/66668695

            QUESTION

            Threejs when parent matrix change, children does not applied
            Asked 2021-Feb-23 at 10:03

            When the matrix is ​​applied to the parent object, I want the child object to be applied as well.

            ...

            ANSWER

            Answered 2021-Feb-23 at 10:03

            MeshParent.geometry.applyMatrix(m);

            Transforming the geometry of a 3D object has no effect on the descendants's transformation. So you have to change the position, rotation or scale properties. Or alternatively, set matrixAutoUpdate to false and modify Object3D.matrix directly. Just keep in mind that in this case, you don't want to call updateMatrix() (since you already set it manually).

            Source https://stackoverflow.com/questions/66329264

            QUESTION

            Three.js: How to change "diffuseMap" and "roughnessMap" to "cubeMap"?
            Asked 2021-Feb-11 at 06:03

            This is the code I would like to work with:

            ...

            ANSWER

            Answered 2021-Feb-11 at 06:03

            There's not much you need to change to make it metallic:

            Source https://stackoverflow.com/questions/66145928

            QUESTION

            Blurry envmap in MeshStandardMateiral in editor
            Asked 2021-Feb-08 at 15:19

            I have a problem with a blurry envmap on a MeshStandardMaterial in the editor.

            This is the result in the current version of the editor (r125) on a MeshStandardMaterial with 0 roughness and 1.00 metalness

            This is the result when I use a MeshBasicMaterial with the same editor:

            Help will be much appreciated, Thanks

            EDIT:

            This is the texture:

            ...

            ANSWER

            Answered 2021-Feb-08 at 15:19

            I'm afraid you can't compare the environment map implementation between MeshBasicMaterial and MeshStandardMaterial (which is a PBR material). As mentioned by the documentation, a texture applied to MeshStandardMaterial.envMap should be pre-processed by PMREMGenerator. The editor does not do this for the envMap property right now.

            Source https://stackoverflow.com/questions/66103325

            QUESTION

            How to add map and roughnessMap in ThreeJS?
            Asked 2021-Feb-05 at 14:14

            This is the code I am working with:

            ...

            ANSWER

            Answered 2021-Feb-05 at 14:13

            Try it with this code:

            Source https://stackoverflow.com/questions/66059090

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install metalness

            See the start of the metalness.cpp file.

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