Generating water like surface using blenders shader node graph, baking the normals and exporting to R3F. Also using a hdr light emitting image for realistic lighting.
Using GLSL shaders to tile a texture to avoid none repeating patterns or minimize it by rotating UV's around a pivot point for each tile. Essentially mosaic rotation or UV rotations.
Using blenders shader graph to generate a height dependant mixture of two textures and then baking this to a texture for use in a GLTF Model.
Bloom effect using R3F, three's layers and chaining effect composers. The end result being merging two renders into one and giving selective bloom.
A proof of concept to render 3D noise sliced into rows of a 2D texture. For effects like fog, clouds sand storms etc. Have a play with the codesandbox and change the settings!
Generating a Flow map in blender and using this to mimic flowing water in a react three fiber setting.