THREE.JS / MATERIALS / WATCH

Time, rendered in layers.

The pinned watch example combines a loaded luxury watch, HDR/PMREM environment, metal/glass material tuning, camera choreography, clock-hand animation, and optional TAA/bloom. This contract keeps those seams visible with a deterministic procedural watch because the official assets are not present locally.

Initializing—

Preparing the physical-material watch fixture and PMREM environment.

backend
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asset
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materials
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hands
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environment
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post
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sample
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diagnostics
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Selected source contractWebGLRenderer → PMREM environment → physical metal/glass materials → TAA/bloom boundary

The procedural fixture preserves material, environment, time-hand, camera-tween, GUI, post-processing, and teardown ownership. The official rolex.glb, lobe.hdr, exact page/pixel presentation, and whole-example fidelity remain separate.

Derived from the pinned WebGL watch example. Source review is pinned to the current study commit.