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THREE.Highres

High resolution rendering to PNG for Three.js, including depth map rendering.

Setup

var Highres = require('three.highres')

// or use a script tag <script src="THREE.Highres.js"></script>

var highres = new Highres(renderer, scene, camera, options)
highres.enable()

Options:

{
    onStart: () => {
        // triggered when you press + or -
        // you can pause your animations here
        // keep orbit controls (or any navigation helper you may need to prepare the shot)
        // hide elements you don't want to appear in the final rendering
    },
    onBeforeRender: () => {
        // triggered after you choose a number and the rendering is about to start
        // make sure your application is not rendering at all now
        // stop all CPU/GPU intensive work
    },
    onAfterRender: () => {
        // triggered when the PNG is ready
        // you can restart rendering
    },
    onExit: () => {
        // triggered when you press ESC
        // you can restart your animations now
    }
}

Usage

Press + to start the rendering process.

Press - for the depth map rendering.

Follow the instructions.

Disable

highres.disable()

DEMO

three.highres's People

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three.highres's Issues

[advice requested] raytracing with three-gpu-pathtracer

Hello!

I was looking for a way to generate very large images in my three.js project that uses three-gpu-pathtracer to raytrace images and I stumbled on dekapng where I submitted a similar issue, and the creator linked me to your library.

I'm thinking that your generator moves the camera/renders a certain part of the canvas in order to stitch the PNG together. This works well for the normal THREE renderer, though I was wondering if there would need to be some sort of waiting period to wait for a raytraced image to converge in the scene before applying it to the output png and exporting it.

Do you have any guidance on accomplishing this with your library?

Thank you!

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