Maxime
@maxime.bsky.social
🇫🇷 in 🇺🇸
NYC 🗽
Frontend tango.us
Three.js, Shaders, React, Next.js
Thoughts and learnings on https://blog.maximeheckel.com
Work on https://maximeheckel.com
NYC 🗽
Frontend tango.us
Three.js, Shaders, React, Next.js
Thoughts and learnings on https://blog.maximeheckel.com
Work on https://maximeheckel.com
nice good to know it works on it!
July 16, 2025 at 1:32 PM
nice good to know it works on it!
wait how? do you use the beta? (webgpu support is only coming in september on ios)
July 16, 2025 at 1:30 PM
wait how? do you use the beta? (webgpu support is only coming in september on ios)
not really sure, made dents over the past few months but must have nailed sleep + nutrition today somehow
June 26, 2025 at 12:00 AM
not really sure, made dents over the past few months but must have nailed sleep + nutrition today somehow
This topic has so much to explore, and I hope this article will help you get your first steps building with those new techniques
And I'm looking forward to seeing what you'll build with it 😄
And I'm looking forward to seeing what you'll build with it 😄
June 10, 2025 at 3:13 PM
This topic has so much to explore, and I hope this article will help you get your first steps building with those new techniques
And I'm looking forward to seeing what you'll build with it 😄
And I'm looking forward to seeing what you'll build with it 😄
I also pushed further and explored ways to have volumetric light shining in multiple directions or also multiple sources lighting up the scene independently
All of that is in this article alongside interactive demos for you to fork/play with
All of that is in this article alongside interactive demos for you to fork/play with
June 10, 2025 at 3:13 PM
I also pushed further and explored ways to have volumetric light shining in multiple directions or also multiple sources lighting up the scene independently
All of that is in this article alongside interactive demos for you to fork/play with
All of that is in this article alongside interactive demos for you to fork/play with
On top of that, you'll also see some more advanced techniques like "shadow mapping":
The key technique for the Volumetric Light to take into account object on the scene which allow from beautiful dynamic shadows when the light source is occluded
The key technique for the Volumetric Light to take into account object on the scene which allow from beautiful dynamic shadows when the light source is occluded
June 10, 2025 at 3:13 PM
On top of that, you'll also see some more advanced techniques like "shadow mapping":
The key technique for the Volumetric Light to take into account object on the scene which allow from beautiful dynamic shadows when the light source is occluded
The key technique for the Volumetric Light to take into account object on the scene which allow from beautiful dynamic shadows when the light source is occluded
It was also a good opportunity to apply what I learned through my raymarching work in a new light (🥁)
I re-applied concepts I discovered on my work on volumetric clouds to give the light a more natural scattering and look-and-feel
I re-applied concepts I discovered on my work on volumetric clouds to give the light a more natural scattering and look-and-feel
June 10, 2025 at 3:13 PM
It was also a good opportunity to apply what I learned through my raymarching work in a new light (🥁)
I re-applied concepts I discovered on my work on volumetric clouds to give the light a more natural scattering and look-and-feel
I re-applied concepts I discovered on my work on volumetric clouds to give the light a more natural scattering and look-and-feel
Luckily, through post-processing, you can just do that
By raymarching a light in world space to draw the right set of pixels you can enhance your scene with beautiful atmospheric light
By raymarching a light in world space to draw the right set of pixels you can enhance your scene with beautiful atmospheric light
June 10, 2025 at 3:13 PM
Luckily, through post-processing, you can just do that
By raymarching a light in world space to draw the right set of pixels you can enhance your scene with beautiful atmospheric light
By raymarching a light in world space to draw the right set of pixels you can enhance your scene with beautiful atmospheric light
While standard lighting in Three.js/R3F is usually enough, I always felt like it missed some depth and volume
I wanted my light to truly *flood* my scenes with powerful beams or cast strong shadows
I wanted my light to truly *flood* my scenes with powerful beams or cast strong shadows
June 10, 2025 at 3:13 PM
While standard lighting in Three.js/R3F is usually enough, I always felt like it missed some depth and volume
I wanted my light to truly *flood* my scenes with powerful beams or cast strong shadows
I wanted my light to truly *flood* my scenes with powerful beams or cast strong shadows
I always say the hardest is done once you’ve passed the front door of your apartment
Then you just need to run
Then you just need to run
April 27, 2025 at 4:52 PM
I always say the hardest is done once you’ve passed the front door of your apartment
Then you just need to run
Then you just need to run
nice pace man! One day I’ll get there!
April 27, 2025 at 2:46 PM
nice pace man! One day I’ll get there!