- Figured out I can dynamically load textures using a built-in class from Three.js (could've saved me >6 hours if I had figured this out earlier.)
- Loaded all photon values (position, color, and incident angles) through textures and for look up on shader. Turns out precision loss isn't a big problem.
- Played with photon gathering equation. Increased radius, and dimmed the light contribution.
And here's an experiment on mirrored surface. 100 photons only (performance dies at 200).
Glad you figured out how to load the textures. The result looks great!
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