per-object motion blur in threejs
i think this is pretty much as good as it can get with the basic method

motion vectors are calculated per object and packed in an RGBA texture for the blur pass

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since there won't be a codevember this year, here's some throwbacks from other years:

2016 experiments, most still work today

Index: https://t.co/AymeJ6leo2
Source: https://t.co/IntsqNX7uH
Thread: https://t.co/M2PgUSFna1

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Creating Mirrors in React-Three-Fiber and | Codrops https://t.co/nIKaUpkFon

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ok. this should be the last one for

in this one the different fields are blurred so the shapes/borders/hatch areas don't align perfectly with the geometry

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this is a bit of everything but the kitchen sink 😄

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trying to imitate the shading of Spider-Man: Into the Spider-Verse

zoom in to check the details 👁️👁️

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cartoony inking with post-processing

with increasing levels of "sketchiness" 😀

this one has taken three sessions, so i'm a few days behind again 🥺

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a grungier, more scribble-like version of ink rendering with post-processing

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more ink-like sketch rendering, this time using post-processing, take 1

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this version feels a bit more like made with a metal-nibbed pen

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more test with shading like copper plate engravings
or Moiré nightmares for compression algorithms

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more inky scribbles

old and faded ink on parchment

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more ink test: patch hatching
it doesn't look like i'd really want it to look, but it's a start

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The web bridges the gap into the physical world. All of my commercial system are capable of generating high-resolution stills, moving assets and can be deployed to virtually every touchpoint. The web is the ultimate creative platform

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半年前に理解不能だったgpgpuをやっと理解できた...やっとだ...😂

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