This is a quick and dirty tech demo of a PBR-based painting workflow using THREE.js.
This implementation makes extensive use of render targets to accelerate the painting, but there are a few items that have not been implemented yet. For example, there is no work to compensate for seams or brush size distortion due to UV mappings.
This implementation makes extensive use of render targets to accelerate the painting, but there are a few items that have not been implemented yet. For example, there is no work to compensate for seams or brush size distortion due to UV mappings.