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- This topic has 12 replies, 3 voices, and was last updated 6 years, 10 months ago by Mikhail Luzyanin.
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2018-01-27 at 1:53 am #1871cyclonejackParticipant
I am having a hard time understanding how to make things look good in Verge3D
I wanted to see a reason to switch to this platform but here is a very quick scene that shows my initial problems. I could not get a world image to show at all yet.What am I missing?
2018-01-27 at 2:56 am #1873Mikhail LuzyaninStaffCan you attach the blend file?
Co-founder and lead graphics specialist at Soft8Soft.
2018-01-27 at 8:11 pm #1874cyclonejackParticipantHere is the file
Attachments:
You must be logged in to view attached files.2018-01-29 at 7:23 am #1876Mikhail LuzyaninStaffHere is the file
For now is only Horizontal Color is supported fir rendering in Verge3D viewport and only white color option as Environment lighting. If you would like to use a texture you will need to bake a cubemap and assign it as Environment Texture to the World. From which platform you want to switch if it’s not a secret?
Co-founder and lead graphics specialist at Soft8Soft.
2018-01-29 at 3:46 pm #1881cyclonejackParticipantHello Mikhail. I have been learning/using blend4web for a few weeks and have had a pretty good time with it.
I wanted to give verge a try as well since you all helped to develop blend4web.
I am also looking into other webgl options.2018-01-30 at 7:21 am #1887Mikhail LuzyaninStaffHope you’ll like our engine. We plan to implement a lot of new possibilities to create graphics for users: 3ds Max export, other 3d software export, improved logics that will allow you to create an app any complexity without coding and a lot of other things. Stay tuned;).
Co-founder and lead graphics specialist at Soft8Soft.
2018-02-01 at 6:56 pm #1907cyclonejackParticipantI will definitely keep my eye on your development although open tools are advancing very quickly and I’m not very patient :)
Blend4web has already priced and restricted themselves out of the market in my opinion. Gltf and blender are going to make it easy to develop apps with open source tools.
Good luck to you
2018-02-02 at 9:03 am #1911Mikhail LuzyaninStaffGood luck to you
Thank you.
Co-founder and lead graphics specialist at Soft8Soft.
2018-02-03 at 10:47 pm #1915cyclonejackParticipantDo you have a roadmap for development?
2018-02-05 at 12:43 pm #1921Yuri KovelenovStaff2018-02-05 at 2:41 pm #1930cyclonejackParticipantThank you very much Yuri.
I’m mostly looking for PBR and any other graphic improvements.I did set up a model using blender internal nodes and it looked fairly nice but those materials only show up in your engine. They did not show up in any other GL engine that I tried. Although when I use the GLTF provided PBR shaders, they work in multiple engines. Are you planning to adopt the GLTF PBR shaders?
2018-02-05 at 11:48 pm #1937cyclonejackParticipantHere is a test I made.
I used the cubemap.blend file in the forums and replaced everything.
This is all Verge/Blender Internal material nodes applied to one mesh. I did not tweek these materials yet.Is there a way to not show the background image but still generate reflections?
2018-02-06 at 7:26 am #1946Mikhail LuzyaninStaffAlthough when I use the GLTF provided PBR shaders, they work in multiple engines. Are you planning to adopt the GLTF PBR shaders?
Yes we plan to fix and improve it in one of the next release of the engine.
Is there a way to not show the background image but still generate reflections?
Yes it’s possible but only for Blender Internal Nodes (Verger3D nodes) not for pbr. You can insert a Cubemap directly into a material and don’t use any environment at all or made it different. Here’s and example for you.
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You must be logged in to view attached files.Co-founder and lead graphics specialist at Soft8Soft.
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