metalness | derive parameters for various metals | GPU library
kandi X-RAY | metalness Summary
kandi X-RAY | metalness Summary
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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QUESTION
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 14:22According to the standard std::optional
is prohibited to use dynamic memory for their direct members.
One possible layout could for example be:
QUESTION
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 20:44That 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
QUESTION
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 13:33You 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.
QUESTION
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.
- 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)
- 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 23:47That'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:
QUESTION
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 13:45You render the scene with a normal map which is not yet fully loaded. Try it like so:
QUESTION
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 08:51require() 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
QUESTION
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 10:03MeshParent.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).
QUESTION
This is the code I would like to work with:
...ANSWER
Answered 2021-Feb-11 at 06:03There's not much you need to change to make it metallic:
QUESTION
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:
...ANSWER
Answered 2021-Feb-08 at 15:19I'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.
QUESTION
This is the code I am working with:
...ANSWER
Answered 2021-Feb-05 at 14:13Try it with this code:
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