We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

Create a (static) gallery like scene

Home Forums Graphics / Blender Create a (static) gallery like scene

Viewing 5 posts - 1 through 5 (of 5 total)
  • Author
    Posts
  • #37845
    wickwock
    Participant

    Hi,

    I am an arts student and want to create a 3D visualization of a booklet. I had a long wall with the pages, nicely arranged and lighted in mind. The only interaction would be to move along the wall and jump to certain positions at the wall, e.g. to different chapters. I am using Blender and so I found your software.

    Now, I created the scene, added a lot of (point) lights, enabled shadows of frames onto the back wall. I only added ~20 pages yet. In Blender (viewpoint shading) everything works fine, but when the scene is rendered by your engine, it gets very laggy. I checked the performance information in the console (https://justpaste.it/6fgkl). There are a lot of render calls already (~200).

    So I started to search how to improve rendering performance, and found some resources from this forum here. But I am not a programmer, and not an expert in Blender either, and could not get my web application run faster. Removing lights and frames of course helped.

    One optimization method mentioned here (https://www.soft8soft.com/docs/manual/en/introduction/Optimizing-WebGL-performance.html) is to reduce the number of materials loaded. Every page/frame has its own texture and so its own material, I guess. But I do not understand how to use one material with multiple textures. I do not understand coding.

    There are several warnings that my materials have more than 8 textures (13) than allowed (for ios). I guess this is reducing performance as well. What went wrong there?

    Another point mentioned in (https://www.soft8soft.com/docs/manual/en/introduction/Optimizing-WebGL-performance.html) is to reduce the number of lights. I like the effect of the many lights, the specular highlights on the floor, the shadows on the wall, etc.

    Now, my scene is static besides an observer/a camera able to move around. So I think there is room for improvement. But I am a bit overwhelmed with the possibilities right now.

    I hope someone could clarify how to make the scene work in the browser by not reducing the look/quality too much. If coding is needed (I did not even understand the puzzles right now) could someone please be specific on what I should do or point me to some step by step tutorials?

    Thank you very much!

    #37861

    Every page/frame has its own texture and so its own material, I guess. But I do not understand how to use one material with multiple textures. I do not understand coding.

    You can create one material and replace textures in it using Replace Texture puzzles, no coding needed.

    There are several warnings that my materials have more than 8 textures (13) than allowed (for ios). I guess this is reducing performance as well. What went wrong there?

    Each light with shadows add additional texture to the material, post-processing like bloom adds it too. So amount of textures will be Real textures in the material + each point light with shadows + post-processing + Environment Map.

    I like the effect of the many lights, the specular highlights on the floor, the shadows on the wall, etc.

    Ten better to bake it, point lights with shadows extremely reduce performance of the application.

    Co-founder and lead graphics specialist at Soft8Soft.

    #37900
    wickwock
    Participant

    Hi Mikhail!

    Thank you for the quick and detailed response!

    You can create one material and replace textures in it using Replace Texture puzzles, no coding needed.

    Could you point me to some detailed tutorials? I am studying arts and only know very little coding. I found this video of Yuri explaining how to switch textures https://www.youtube.com/watch?v=yYOyUwRveAU, but I do not understand how I do this at the beginning of the presentation with all the pictures.

    Ten better to bake it, point lights with shadows extremely reduce performance of the application.

    How do I bake them? I guess I have to create a texture for the floor and the wall. Do I still have the spotlights on the floor then?

    Thanks for all your help!

    #37901

    Could you point me to some detailed tutorials? I am studying arts and only know very little coding. I found this video of Yuri explaining how to switch textures https://www.youtube.com/watch?v=yYOyUwRveAU, but I do not understand how I do this at the beginning of the presentation with all the pictures.

    You will need to change it not at the beginnng, but when you change from one object to another in your scene, before reveal them you will hange a texture.

    How do I bake them? I guess I have to create a texture for the floor and the wall. Do I still have the spotlights on the floor then?

    There’s a lot of different methods to bake textues, but here’s one of them.

    Co-founder and lead graphics specialist at Soft8Soft.

    #37906
    wickwock
    Participant

    I managed to bake lighting at least into the floor texture. However, I did not succeed decreasing the amount of materials. If I assign one material to all my pictures on the wall and change the texture it is changed in all pictures. How can I have only one material but multiple textures? Or is this not possible?

Viewing 5 posts - 1 through 5 (of 5 total)
  • You must be logged in to reply to this topic.