Real-time preview of your CAD deliveries. Drop a .glb below to see how it renders. Adjust metal, HDRI environment, camera-locked photo lighting, and diamond material to test the model in different conditions. Or try the customer-facing Configurator preview to see how this looks on a PDP.
three-mesh-bvh. Wrap the mesh in a ShaderMaterial whose fragment shader is given the BVH as a uniform texture. Per pixel, cast the view ray, refract at the first facet (Snell's law), then trace up to N bounces against the BVH. Any bounce that fails Snell's condition becomes internal reflection. The final direction samples the HDRI equirect map. Spectral dispersion (new): instead of chromatic aberration on 3 channels, we sample 6 wavelengths across 400–650 nm, each with a physically correct IOR from the Cauchy formula for diamond (n = 2.378 + 0.0129/λ²). Weighted by wavelength→RGB response, this gives real diamond fire — the rainbow flashes you see on cut stones.DirectionalLights targeting the same directions.UnrealBloomPass — bright specular highlights bleed outward, giving stones the "sparkle" perception that separates a photograph from a raw render.