noisejs | Javascript 2D Perlin & Simplex noise functions | Runtime Evironment library
kandi X-RAY | noisejs Summary
kandi X-RAY | noisejs Summary
Javascript 2D Perlin & Simplex noise functions
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QUESTION
I have used InstancedBufferGeometry
to create a lot of box then update position with Perlin noise. But the mesh has cast and has received wrong shadow. How to calculate a right shadow?
vertexShader
...ANSWER
Answered 2019-Jul-20 at 11:55If you want that the mesh casts proper shadow, it is not sufficient to use a ShaderMaterial
for the .material
property of the mesh.
The shadow of point lights depends on the .customDepthMaterial
property. This means you've to write a shader (ShaderMaterial
) which renders the object with the model transformations to the shadow map.
The shadow of the mesh is partially clipped by the near plane of the shadow camera.
Use a closer near plane (e.g. 0.1 rather than 0.5) by setting the .near
property of the perspective shadow camera (light1.shadow.camera
), to solve the issue:
QUESTION
I have been trying to procedurally generate a sphere's surface using simplex noise, and I figured that in order to get smooth, non-distorted noise I need to map each uv pixel to an xyz coordinate. I have tried a few different algorithms, with the following being my favourite:
...ANSWER
Answered 2017-Jan-15 at 18:56Do you want something like THIS?
In the gui at the top right under scene -> geometry select the sphere.
No need to mess with UVs :)
Vertex shader from the demo linked above:
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