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This is a Next.js project bootstrapped with create-next-app.

Getting Started

First, run the development server:

npm run dev
# or
yarn dev
# or
pnpm dev
# or
bun dev

Open http://localhost:3000 with your browser to see the result.

You can start editing the page by modifying app/page.tsx. The page auto-updates as you edit the file.

This project uses next/font to automatically optimize and load Geist, a new font family for Vercel.

Learn More

To learn more about Next.js, take a look at the following resources:

You can check out the Next.js GitHub repository - your feedback and contributions are welcome!

Deploy on Vercel

The easiest way to deploy your Next.js app is to use the Vercel Platform from the creators of Next.js.

Check out our Next.js deployment documentation for more details.

r3f-showcase

 transmission?: number
  /* Thickness (refraction), default: 0 */
  thickness?: number
  /** Backside thickness (when backside is true), default: 0 */
  backsideThickness?: number
  /* Roughness (blur), default: 0 */
  roughness?: number
  /* Chromatic aberration, default: 0.03 */
  chromaticAberration?: number
  /* Anisotropy, default: 0.1 */
  anisotropicBlur?: number
  /* Distortion, default: 0 */
  distortion?: number
  /* Distortion scale, default: 0.5 */
  distortionScale?: number
  /* Temporal distortion (speed of movement), default: 0.0 */
  temporalDistortion?: number
  /** The scene rendered into a texture (use it to share a texture between materials), default: null  */
  buffer?: THREE.Texture
  /** transmissionSampler, you can use the threejs transmission sampler texture that is
   *  generated once for all transmissive materials. The upside is that it can be faster if you
   *  use multiple MeshPhysical and Transmission materials, the downside is that transmissive materials
   *  using this can't see other transparent or transmissive objects nor do you have control over the
   *  buffer and its resolution, default: false */
  transmissionSampler?: boolean
  /** Render the backside of the material (more cost, better results), default: false */
  backside?: boolean
  /** Resolution of the local buffer, default: undefined (fullscreen) */
  resolution?: number
  /** Resolution of the local buffer for backfaces, default: undefined (fullscreen) */
  backsideResolution?: number
  /** Refraction samples, default: 6 */
  samples?: number
  /** Buffer scene background (can be a texture, a cubetexture or a color), default: null */
  background?: THREE.Texture
}

transmission?: number /Thickness (refraction), default: 0/ thickness?: number /Backside thickness (when backside is true), default: 0 / backsideThickness?: number / Roughness (blur), default: 0 / roughness?: number / Chromatic aberration, default: 0.03 / chromaticAberration?: number / Anisotropy, default: 0.1 / anisotropicBlur?: number / Distortion, default: 0 / distortion?: number / Distortion scale, default: 0.5 / distortionScale?: number / Temporal distortion (speed of movement), default: 0.0 */ temporalDistortion?: number / The scene rendered into a texture (use it to share a texture between materials), default: null */ buffer?: THREE.Texture /** transmissionSampler, you can use the threejs transmission sampler texture that is

  • generated once for all transmissive materials. The upside is that it can be faster if you
  • use multiple MeshPhysical and Transmission materials, the downside is that transmissive materials
  • using this can't see other transparent or transmissive objects nor do you have control over the
  • buffer and its resolution, default: false / transmissionSampler?: boolean /** Render the backside of the material (more cost, better results), default: false/ backside?: boolean /Resolution of the local buffer, default: undefined (fullscreen) */ resolution?: number / Resolution of the local buffer for backfaces, default: undefined (fullscreen) / backsideResolution?: number /** Refraction samples, default: 6 / samples?: number /* Buffer scene background (can be a texture, a cubetexture or a color), default: null/ background?: THREE.Texture }

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