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MeshToonMaterial: Removed shininess and specular/specularMap #19722

Merged
merged 3 commits into from
Jun 24, 2020
Merged

MeshToonMaterial: Removed shininess and specular/specularMap #19722

merged 3 commits into from
Jun 24, 2020

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mrdoob
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@mrdoob mrdoob commented Jun 24, 2020

As discussed in #16257

We can add them back whenever we render them correctly. The way its being rendered now it's confusing.

Also updated the example.

Before:

Screen Shot 2020-06-23 at 9 30 15 PM

After:

Screen Shot 2020-06-23 at 9 33 51 PM

@mrdoob mrdoob added this to the r118 milestone Jun 24, 2020
@mrdoob mrdoob merged commit 783e85d into dev Jun 24, 2020
@mrdoob mrdoob deleted the toon branch June 24, 2020 15:55
@WestLangley
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This does not look right for a toon shader.

Screen Shot 2020-06-24 at 1 21 54 PM

Given that you want to support lights, I suggest simply replacing the directional light in this example with an ambient light.

Screen Shot 2020-06-24 at 1 26 28 PM

var ambientLight = new THREE.AmbientLight( 0xffffff, 0.2 );
scene.add( ambientLight );

@mrdoob
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mrdoob commented Jun 24, 2020

Sounds good to me 👌

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3 participants