-
Notifications
You must be signed in to change notification settings - Fork 1
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Ss shadow pass pr selection #2
base: SSShadowPassPr
Are you sure you want to change the base?
Conversation
@gonnavis I'm thinking of adding a GUI element to the example demonstrating this feature, what do you think? |
Thanks! Works very well. PS: test link: https://raw.githack.com/lyonsno/three.js/SSShadowPassPr-selection/examples/webgl_postprocessing_ssshadow.html |
|
Thank you! The way it works currently, non-selected objects will still cast, but not receive the effect. I hope this is proper behavior because removing them as casters would be trickier.
I should include this in PRs right? How should I modify the example to demonstrate an effect like this? This kind of brings me to the question below:
I meant a toggle to turn the effect on/off for certain elements to demonstrate. Not sure if this feature is important enough that that's necessary though. The SSR example doesn't have a GUI for it I don't think. -- Next I'm actually pumped to start thinking about refraction, it's a tricky problem. Have you done any brainstorming on it? |
It's a link generated by raw.git ( or brower extension ), just for easy testing.
I think you can either put the toggle in GUI like this https://raw.githack.com/gonnavis/three.js/SSRPassSupportDifferentMetalnessPr/examples/webgl_postprocessing_ssr.html
I've already did it mrdoob#21420 |
Ah I see. What about meshBasicMaterial objects like the ones used in the example? When their opacity is set to < 1, right now the SSShadows aren't visible through them. Do you think that should be fixed? It might not be worth the extra pass it would probably take, I'm not sure. |
That's the hard part. When doing SSRrPass, I faced the same problem. I render |
For SSShadow, maybe ignore transparent/opacity, just do opaque first. |
Sorry I had to drop this for a bit. In that case it should be pretty much ready to merge after I add the feature to the example GUI right? |
Yes, I tested that the But by the way, I don't know if you intentionally submit PR to my fork repo https://github.com/gonnavis/three.js , instead of Mr.Doob's official repo https://github.com/mrdoob/three.js. |
That's awesome!
I'm a little new to working with nested github forks, how could I submit
this as a PR to the official repo without all of your changes included?
…On Thu, May 12, 2022 at 6:14 AM Vis ***@***.***> wrote:
Yes, I tested that the selects works fine and very happy to merge, thanks!
But by the way, I don't know if you intentionally submit PR to my fork
repo https://github.com/gonnavis/three.js , instead of Mr.Doob's official
repo https://github.com/mrdoob/three.js.
So even I merged, your codes will just go into the commits list of my PR
mrdoob#21951 <mrdoob#21951> , and we'll
still need to go through strictly checking and need to handle reviews if
any.
—
Reply to this email directly, view it on GitHub
<#2 (comment)>, or
unsubscribe
<https://github.com/notifications/unsubscribe-auth/AAFN2ZG3R245FAYPVMH5RADVJT75HANCNFSM5UNMG6LA>
.
You are receiving this because you authored the thread.Message ID:
***@***.***>
|
@lyonsno You can make a fresh new PR to https://github.com/mrdoob/three.js directly. |
Add selective option
The new 'selects' parameter should be an array of objects to which the effect will be applied. If an array is passed in the effect will only apply to objects contained in the array.