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In ray tracing it is usually not needed to set a zfar. Depending on the use case there are some possibilities:
You can set a map_maxDepth texture on the Renderer (can be just 1x1 texel large), which is intended to facilitate compositing with other render passes (using it's z-buffer).
Alternatively you can use a Plane (or any other) Geometry as clippingGeometry at a Group.
Hello,
I have a very beginner level question. Is there a way to adapt zfar for the cameras?
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