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⚡️WebGPU Glass Material Update See it live: This new #threjs material provides extra depth by adding recursive transmission support, allowing glass objects to see and refract other glass and transparent surfaces, also bringing chromatic aberration and full #webgpu / TSL compatibility. More about it in the comments 😊
17,431 görüntüleme • 2 ay önce •via X (Twitter)
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Here are some still shots This new #threejs glass material was only possible thanks to the incredible work of @0xca0a , @N8Programs , and many other contributors at @pmndrs who brought Mesh Transmission Material to life. My work focuses on adapting it to TSL (Threejs Shading Language), so it becomes fully compatible with WebGPU. You can check the credits section to learn more about the process. This will likely become part of the upcoming React Three Fiber v10 and the new Drei WebGPU-compatible release. I’m still refining the source code, and I’ll make it available soon. A vanilla three.js version will follow right after. Stay tuned 🤗

In case you reached this far, this is what it looks like in production when paired with caustics 😍. All rendered in real time.

This is a comparison between WebGPU Glass Material and Default Mesh Physical Material. Because it can see through the glass, it adds more depth to every glass object.

More stills

If only we could combine demos @Andersonmancini! This is exactly the look I want for the gel sim I would create an entire game around carving up jello if we could do this in real-time 😅

Man, I think we can hehe. That would be amazing 🤩. I'm swamped with work at this moment, but I would love to work together and build this with you later this year ☺️

Haven't been able to raymarch the particle-based sim efficiently enough each frame to render anything that looks like a solid yet Some story could make the bead visual make sense ("it's a Dip-n-Dots-like synthetic hyperfuel", etc.) ... but if we can make jello, let's make jello!

This is my eternal reference 😍

@jamesckane Interesting.. Your gelatinous cube is on my reference board too🟩

@jamesckane HOW? Hahaha. Man, your results are the best I've ever seen in a game concept. I can't wait to play it, hehe. It is a huge honor to know that you have seen my work, buddy. Congratulations on your fantastic work.

This is what we've been waiting for! 🚀

Thanks hehe. This will change game for glass materials completely ☺️

Amazing Anderson! First one looks like a toy you would get in the 90s or something.

Thank you very much, Chris! How is the performance for you? Especially the Shader Ball example? Thanks 🙏🏻☺️

Recursive transmission is one of those details that completely changes the feel of a scene. Really nice work.

Recursive transmission on glass refracting other glass is such a small detail that adds a lot.

Thanks buddy. Yes. It is the type of thing that nobody cares, until you try to make a company's fragrances website with a bunch of glass elements hehe.

Ha, exactly the kind of detail that only matters until it's missing.

Amazing!

This is great 🙂 I love that gelatinous cubes made it into both Onward and Dungeons & Dragons: Honor Among Thieves. All of these demos are just sublime. 🤌

Thank you very much Adam

Really nice! How do we customize the contents?

This is a material. You can apply to whatever object you want ☺️
