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
- 0
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.
Study issue