All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog and this project adheres to Semantic Versioning.
- Reverted change that caused NaN values on some hardware.
- Missing file extension.
CompatibilityDetector
to determine whether the path tracer can run on the target platform.DEBUG_MODE
define to PhysicalPathTracingMaterial to render out ray depth.GradientMapMaterial
to map texture values to a color ramp.- Support for copy function to
ShapedAreaLight
,PhysicalCamera
, andPhysicalSpotLight
.
- Fog hits no longer count as transparent surface bounces.
- Remove precision workaround for Equirect map.
- Significant refactoring to make more effective use of structs.
- Support for volumetric fog material.
- Disable sampling of the environment map if env intensity is set to 0.0 to improve direct light sampling rate.
- Base color is now applied both on the way in and out of a transmissive material.
- Improved performance of env map CDF processing.
- Area light shapes now consistently cast shadows in MIS and non MIS mode
TRANSPARENT_TRAVERSALS
define totransmissiveBounces
uniform.- EquirectUniformInfo now defaults to a white environment map so lighting is present by default.
- Add "stepRayOrigin" function for reuse in the path tracer functions.
- Transmissive materials now traverse more bounces than non transmissive materials for improved quality. See
transmissiveBounces
uniform. - Support for russian roulette path termination after 3 bounces. See the
FEATURE_RUSSIAN_ROULETTE
flag. - QuiltPathTracingRenderer to enable rending for the Looking Glass Display.
- PathTracingSceneGenerator / Worker: include point lights and directional lights in the result.
- Translucent and transparent meshes incorrectly completely blocking area and punctual lights.
- Respect the Material "sheen" field.
- Incorrectly squaring the sheen term.
- Iridescence being incorrectly applied to materials.
- Added workaround for Windows machines to address case where the shader compilation would fail due to arrays being passed as function arguments.
- Incorrect import statement extension.
- Equirect sampling CDF offset values causing env maps with 1 bright pixel to be most noticeably incorrect.
- Clearcoat roughness map values not being respected.
- Support for
Material.flatShading
to render flat-shaded materials. - Support for randomization using Owen-scrambled and shuffled Sobol values enabling sample stratification and image in fewer samples.
- Support for directional lights, point lights.
- Roughness and metalness maps not being assigned correctly.
- Case where textures using shared "Source" with different encodings were not treated as unique.
- Spot Lights no longer have a dark hot spot.
- Move "random" functions around.
- Three.js semver package version.
- Removed 3 texture sampler units to add room for future features, background map.
- Texture memory leak in
BlurredEnvMapGenerator
. - PathtracingSceneGenerator / DynamicPathTracingSceneGenerator: both generators now only include visible geometry in the result.
GradientEquirectTexture
class for generating an equirect background texture with a gradient.AttributesTextureArray
class for storing multiple vertex attribute buffers in a sampler array to save texture units.
- Removed
FEATURE_GRADIENT_BG
define and bgGradientTop, bgGradientBottom uniforms. Use the new GradientEquirectTexture class instead. - PhysicalPathTracingMaterial: Removed
normalAttribute
,tangentAttribute
,uvAttribute
, andcolorAttribute
uniforms. UseattributesArray
to store those parameters, instead. MaterialsTexture.setSide
function.
MaterialsTexture
automatically uses the specified material side unless the object is transmissive - in which case double-sided is used.- Used textures are now reduced to just those with unique sources.
PhysicalPathTracingMaterial.uniforms.environmentRotation
from aMatrix3
to aMatrix4
.- Updated three-mesh-bvh to v0.5.19.
- Rework application of Fresnel based on Joe Shutte's Disney BSDF writeup resulting in improve handling of metalness brightness.
- Use a 1.1 fresnel by default for plastics since it matches GlTF models more exactly.
- DenoiseMaterial based on "glslSmartDenoise" to smooth the final render.
- Support for vertex colors.
- Support for attenuated transmission.
- PathTracingRenderer.alpha: Docs specifying premuliplied alpha behavior.
- Support for thin film transmission.
- Diffuse materials looking too dark.
- Specular sampling to use perceptual roughness.
- Default specular and ior values to match three.js.
- Opacity support now requires setting
material.transparent
to true.
- Support for sheen parameter support
- Support for iridescence parameter support
- Support for lights to the DynamicPathTracingGenerator
- Support for circular area lights
- Support for spot lights
- Add support for specular color and intensity control
- Support for IES Profiles on the new "PhysicalSpotLight" class
- IESLoader for loading IES profiles as textures
- PhysicalPathTracingMaterial: Default "environment intensity" from 2.0 to 1.0.
- White hotspots at some glancing angles.
- Support for equirect rendering with EquirectCamera.
- Support for area lights.
- Support for threejs compatible texture transforms.
- Support for Clearcoat properties.
- Support for arrays of objects passed to pathtracer scene generator.
- Black renders on M1 Safari devices.
- Camera ray direction recision issues when scrolling far from the origin.
- Textures not working correctly on Pixel 6 due to an issue with
floatBitsToInt
. PathTracingRenderer.alpha
not being able to be changed after rendering.- Improved reflective behavior for perfectly smooth surfaces.
- Case where partially transparent objects would cast full shadows.
- Support for material alpha map.
- Ability to disable casting of shadows.
- Support for rendering with Orthographic cameras.
- Support for texture transform properties per texture.
- Some black artifacts when rendering with depth of field.
DynamicPathTracingSceneGenerator.reset
not correctly resetting the class resulting in errors when calling "generate" again.
- Materials to use a texture instead of uniforms to cut down on max uniform errors.
SUPPORT_DOF
no longer needs to be explicitly set and will be toggled automatically based on the bokeh size parameter.- Removed direct support for environment blur with addition of MIS. Instead use
BlurredEnvMapGenerator
to preblur an environment map. - Antialiasing jitter is now performed per ray in the shader instead of via camera position jitter for improved AA.
GRADIENT_BG
define option toFEATURE_GRADIENT_BG
- Support for "matte" material flag.
- Support for Multiple Importance Sampling for the envionment map and an associated "FEATURE_MIS" flag.
BlurredEnvMapGenerator
to blur environment maps.- Support for rendering transparent backgrounds.
- Support for gradient environment colors. Use a
DataTexture
, instead.
- Support for material sidedness which must be set explicitly on the material uniforms. See
MaterialStructUniform.side
for more information. DynamicPathTracingSceneGenerator
to support skinned and morph target meshes.- A
PhysicalCamera
instance and associated shader uniforms and updates to support camera depth of field and shaped bokeh. PathTracingSceneWorker
as separate from the synchronousPathTracingSceneGenerator
to support more build processes.- Support for morph target, skinned meshes to scene generators.
PhysicalPathTracingMaterial
to have a "bounces" uniform rather than define.PathTracingSceneGenerator
is now synchronous.
- Case where material arrays did not work correctly.
Initial release with support for path tracing physically based materials with properties including metalness, transmission, roughness, opacity, alpha cutout, and more!