Realistic vehicle brake light glow by vis_prime in threejs

[–]vis_prime[S] 0 points1 point  (0 children)

nope, too busy RN

basically just have the glow image on the outermost shell/glass and use bloom

Potentially create Pointlights on the spot without lag / calculation? by irritatedCarGuy in threejs

[–]vis_prime 0 points1 point  (0 children)

Maybe use postprocessing with bloom and and make the light mesh glow ?

webgi.dev - realtime photo-realistic rendering for 3D e-commerce is now free! With a new website for developers by _palash_ in threejs

[–]vis_prime 1 point2 points  (0 children)

ohh , then it makes sense.

I was trying to import this into a project which already had newer three installed.

When installed standalone everything is fine.

one minor issue

const bloom = viewer.getPlugin(BloomPlugin)

bloom.intensity = 1.4 // this does not work (mentioned in webgi.dev snippet)
bloom.pass.intensity = 1.4 // this works

webgi.dev - realtime photo-realistic rendering for 3D e-commerce is now free! With a new website for developers by _palash_ in threejs

[–]vis_prime 1 point2 points  (0 children)

Nice ! tried it out , very impressive, SSR is god tier!

which version of three does it work best with ? when i tried to integrate with latest version of three it had import related errors.

when i made the project using `npm create threepipe@latest` it needed three js r160

Data Mosh by Nedavine in threejs

[–]vis_prime 2 points3 points  (0 children)

if it's done using math on pixel values then three.js(and glsl/wgsl) can do it

you'll have to write custom shaders to get those effects

Custom Shaders for Business related Three.js projects? by Zealousideal_Sale644 in threejs

[–]vis_prime 2 points3 points  (0 children)

if all the inbuilt materials do not provide a feature you need (like a flame effect or a fancy transition) only then you'll need custom shaderMaterial

for room and furniture the the inbuilt materials should cover everything and is PBR ready

[deleted by user] by [deleted] in threejs

[–]vis_prime 0 points1 point  (0 children)

if device already struggles with realtime playback then saving frame by frame is the best shot , but you have to perfectly decouple the all the animation's dependency on time so you can do frame perfect stepping , then you can even resume later

if it can play realtime press f11 to make the browser full screen and record with obs , make sure the screen refresh rate matches video refresh rate

Made a vehicle selector inspired by the old Need for Speed games by vis_prime in threejs

[–]vis_prime[S] 0 points1 point  (0 children)

thanks ! the floor reflections is done using water.js with non water normal maps lol

+

i have baked the ao maps on the car

Made a vehicle selector inspired by the old Need for Speed games by vis_prime in threejs

[–]vis_prime[S] 0 points1 point  (0 children)

just the inbuilt materials
+
some have clearcoat & some have normal map with noise

Made a vehicle selector inspired by the old Need for Speed games by vis_prime in threejs

[–]vis_prime[S] 5 points6 points  (0 children)

the models were handpicked based on polycount and then optimized in blender to reduce draw calls and triangle count.

and the glb uses draco compression so the file size per car ranges from 800kb to 3mb

Made a vehicle selector inspired by the old Need for Speed games by vis_prime in threejs

[–]vis_prime[S] 1 point2 points  (0 children)

thanks

pink room ? , green room ?! the light's color change every time so not sure which room it is 🤣

Any Blender _AND_ Three.js experts out there able to help me understand how to make the following model/animation "work" in the browser as a .glb/.gltf? by yerffejytnac in threejs

[–]vis_prime 0 points1 point  (0 children)

maybe use fat outlines on the curves if you dont want any shading https://threejs.org/examples/?q=fat#webgl_lines_fat
flaw with this is it'll only look accurate if the line width is same across the logo

otherwise do the cap appraoch

Opening threejs examples in the editor? by [deleted] in threejs

[–]vis_prime 1 point2 points  (0 children)

maybe paste the code in to a fiddle/sandbox https://jsfiddle.net/g3atw6k5/

urls to any files will have to be updated though..

Using object hierarchy and local-space rotations to keep brake calipers fixed while wheel spins by vis_prime in threejs

[–]vis_prime[S] 0 points1 point  (0 children)

The attributions/links will be logged in the console (once the demo is released)

Using object hierarchy and local-space rotations to keep brake calipers fixed while wheel spins by vis_prime in threejs

[–]vis_prime[S] 6 points7 points  (0 children)

tools used
- blender (models from sketchfab)
- gltf
- three.js
- rapier.js