Generating a Flow map in blender and using this to mimic flowing water in a react three fiber setting.
Instancing a blade of grass 30,000 times onto a gltf model and wind movement (modified from an existing jsfiddle to work with gltf to jsx package).
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.