12 | Noise Functions
Noise function principles (Perlin gradient noise, Simplex simplex noise, FBM fractal Brownian motion), cloud/terrain/fire/vertex deformation practical examples, noise animation, frequency & amplitude, five homework cases
Noise function principles (Perlin gradient noise, Simplex simplex noise, FBM fractal Brownian motion), cloud/terrain/fire/vertex deformation practical examples, noise animation, frequency & amplitude, five homework cases
Built-in GLSL math functions (mix/step/smoothstep/sin/cos/pow), vector operations (dot/cross/normalize), drawing basic shapes with math, fract/mod periodic functions, coordinate transforms and UV mapping
Vertex/Fragment shader execution flow, gl_Position / gl_FragColor, attribute / uniform / varying channels, ShaderMaterial vs RawShaderMaterial, GLSL strong typing and built-in functions
Cloning two core interactions from the moeru.ai landing page: dot grid physics repulsion + 3D tag Verlet rope simulation. From theory to implementation, a line-by-line breakdown of the key CSS/JS code.
requestAnimationFrame vs GSAP, gsap.to/from/timeline, KeyframeTrack, AnimationObjectGroup, AnimationMixer model animation
GLTF/GLB format details, GLTFLoader, Draco compression, LoadingManager progress, model auto-scaling and centering, LOD strategy, AnimationMixer
Scene graph tree structure, parent-child relationships and transform inheritance, local vs world coordinate systems, Object3D grouping, scene.traverse() traversal, AxesHelper/GridHelper debugging
TextureLoader, UV coordinates and texture mapping, repeat/offset/wrap control, CubeTextureLoader skybox, environment map and reflection, RGBELoader HDRI
Distinguish perspective and orthographic cameras, master OrbitControls configuration, understand camera parameters (fov, aspect, near, far), and learn camera switching and parameter adjustment.
Master 5 light types (Ambient / Hemisphere / Directional / Point / Spot), understand the three elements of shadows, and learn to balance shadow quality with performance.
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