three.js dev tsl-bumpMap test with procedural textures
by GnanaSai
HTML
<script type="importmap">
{
"imports": {
"three": "https://raw.githack.com/mrdoob/three.js/dev/build/three.webgpu.js",
"three/webgpu": "https://raw.githack.com/mrdoob/three.js/dev/build/three.webgpu.js",
"three/tsl": "https://raw.githack.com/mrdoob/three.js/dev/build/three.tsl.js",
"three/addons/": "https://raw.githack.com/mrdoob/three.js/dev/examples/jsm/"
}
}
</script>
CSS
body {
margin: 0px;
}
JavaScript
import * as THREE from 'three';
import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
import { bumpMap, color, float, mx_noise_float, range, texture, uniform, uniformTexture, uv, vec3 } from "three/tsl";
let mesh, renderer, scene, camera, controls;
init();
function init() {
// renderer
renderer = new THREE.WebGPURenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setPixelRatio(window.devicePixelRatio);
renderer.setAnimationLoop(animate);
document.body.appendChild(renderer.domElement);
// scene
scene = new THREE.Scene();
scene.background = new THREE.Color(0x000000);
// camera
camera = new THREE.PerspectiveCamera(40, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(20, 20, 20);
// controls
controls = new OrbitControls(camera, renderer.domElement);
// ambient
scene.add(new THREE.AmbientLight(0x222222));
// light
const light = new THREE.DirectionalLight(0xffffff, 1);
light.position.set(20, 20, 0);
scene.add(light);
// axes
scene.add(new THREE.AxesHelper(20));
// geometry
const geometry = new THREE.SphereGeometry(5, 32, 16);
// material
const material = new THREE.MeshPhysicalNodeMaterial({
color: 0x00ffff,
flatShading: false,
});
material.normalNode = bumpMap(mx_noise_float(uv().mul(10), 1, 0.5));
// material.colorNode = mx_noise_float(uv().mul(10), 1, 0);
// mesh
mesh = new THREE.Mesh(geometry, material);
scene.add(mesh);
}
function animate() {
renderer.render(scene, camera);
}