This is a quick and dirty tech demo of a PBR-based painting workflow using THREE.js.
This implementation makes extensive use of render targets to accelerate the painting, but there are a few items that have not been implemented yet. For example, there is no work to compensate for seams or brush size distortion due to UV mappings.
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[ 3.3 ms ] story [ 15.6 ms ] threadThis implementation makes extensive use of render targets to accelerate the painting, but there are a few items that have not been implemented yet. For example, there is no work to compensate for seams or brush size distortion due to UV mappings.