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WebXR Tutorials
- Creating scenes with advanced lighting and materials in A-Frame VR — How to use the A-Frame inspector to prototype lighting and material options with little to no coding. Most of the code is copied and modified from the inspector. Covers lighting and shadow setup, PBR shading, and material settings and maps.
- Advanced reflection maps in A-Frame VR — Real-time environment maps based on an object's position in the scene, using a three.js cube-camera component. Also covers injecting environment maps into glTF files, which don't yet support them, and exploring and building glTF scenes in the three.js editor.
- Baking scene lighting for A-Frame VR — Baking scene lighting to textures so they load as an additional light map in A-Frame VR or three.js. The companion component duplicates an object's first UV set and applies the light map to the standard material as a second texture — it works with color, normal and metallic maps to create a realistic scene with minimal real-time lighting or shadow casting.
- Developing content for A-Frame XR — Using the A-Frame inspector to develop content for A-Frame XR with minimal coding and little knowledge of 3D applications.
- Optimizing large scenes for WebGL — Ways to optimize models for mobile devices in A-Frame VR or for augmented reality. Covers glTF model optimization and export from FBX in Maya.