Raymarching on top of a three.js or react-three-fiber scene, leading to more advanced effects.
Generating GPU particles using floatType textures, a simulation and render shader material in React Three Fiber. Using noise to add movement and changing gl_PointSize.
Using a shader network in blender, then baking the result into a texture and then using this in a web 3D environment.
A small walk through on how to utilise depth textures in postprocessing, using rendertargets. And then converting texture coordinates to world coordinates using this depth value. The end result allowing us to do postprocessing effects in 3D space rather than just basic filters.
A proof of concept of animating a camera path in blender and exporting to a GLTF and using in a react-three-fiber project. Involving keyframes, baking the animation and using gltf to jsx to load the animation in R3F.
An experiment where we get the avergae frequency in real time for a given song. Using positional audio, sound analyser and shaders, we move a grid of cubes on the z axis to create a sound visualizer.