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@react-three/lgl

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  • License MIT

A React abstraction for the LGL Raytracer

Package Exports

  • @react-three/lgl
  • @react-three/lgl/dist/index.cjs.js
  • @react-three/lgl/dist/index.js

This package does not declare an exports field, so the exports above have been automatically detected and optimized by JSPM instead. If any package subpath is missing, it is recommended to post an issue to the original package (@react-three/lgl) to support the "exports" field. If that is not possible, create a JSPM override to customize the exports field for this package.

Readme

A React(-three-fiber) abstraction for the LGL-Raytracer. It does its best to completely remove all complexity from the otherwise daring task of having to integrate a raytracer. You can build your scenes as you always would. Although it can move along and has some options that make movement faster (downsampling etc), this is mostly for photorealistic still-images that can take a while to process but will look absolutely stunning.

npm install @react-three/lgl
import { Canvas } from '@react-three/fiber'
import { Raytracer } from '@react-three/lgl'

function App() {
  return (
    <Canvas>
      <Raytracer>
        <mesh>
          <sphereGeometry args={[1, 64, 64]} />
          <meshStandardMateral />
        </mesh>
        <directionalLight position={[10, 10, 10]} />
      </Raytracer>
    </Canvas>
  )
}

Options

  • samples, How many frames it takes to complete a still-image, 64 by default. Set this to something higher if you want to wait for high-quality images.

Otherwise <Raytracer> takes all the LGL raytracer's options: https://lgltracer.com/docs/index.html#/api/LGLTracerRenderer

Environmental lighting

Simply drop the <Environment> component from drei into your scene, it knows how to work with that ootb, just make sure both the raytracer and the environment are under the same suspense boundary so that they are in sync.

import { Environment } from '@react-three/drei'

<Canvas>
  <Suspense fallback={null}>
    <Rayctracer>
      <Scene />
    </Raytracer>
    <Environment preset="city" />

Movement

Your scene has to be static, it will ignore moving parts. This will never be fast enough for runtime usage but you can get away with some camera movement by lowering your resolution (and your expectations). Do not forget to mark your controls as makeDefault so that the raycaster can react to it. Try something like this for example:

import { OrbitControls } from '@react-three/drei'

<Canvas dpr={1}>
  <Raytracer samples={32} bounces={3} enableTemporalDenoise enableSpatialDenoise movingDownsampling>
    ...
  </Raytracer>
  <OrbitControls makeDefault />