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Textures not rendering properly on html page

Home Forums Graphics / Blender Textures not rendering properly on html page

Viewing 15 posts - 16 through 30 (of 38 total)
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  • #734

    Sorry, but Procedural Noise and any other Cycles nodes are not supported yet, even a principlied. For PBR material you need to use v3d_BPR node and you can connect only bitmap maps, nothing else for now. You need to keep structure of the material the same as in Suzanne example.

    Co-founder and lead graphics specialist at Soft8Soft.

    #742
    spleeve
    Participant
    #747
    spleeve
    Participant

    Hmmm. Just discovered that it doesn’t support the ‘Mapping’ node either, which in this case gives the brushed metal look.

    #748
    spleeve
    Participant
    #756

    Hi, can you attach a blend file with ladt version of your model?

    Co-founder and lead graphics specialist at Soft8Soft.

    #760
    spleeve
    Participant
    #761
    spleeve
    Participant

    It appears that the world map replacement is broken as well.
    When I use a new .jpg or .png image in the the Environment Texture window the
    ‘Sneak Peek’ image reverts back to the your original ‘Cubemap.png’ image.

    #764
    Will Welker
    Customer

    There is a long list of fixes and upgrades going on. They will probably get the sky texture working soon. But in the meantime, here is a skybox object that is just a UV sphere. You can just change the image texture to what you want. It is set to ‘unselectable’ in the outliner.
    https://www.dropbox.com/s/smeoy6d1dy7rv0n/sky-sphere.blend?dl=0
    sky box

    #768
    spleeve
    Participant

    Are you using Blender Internal render engine or Cycles?

    #769

    Hi, for now unfortunally you need to use two type of environemnt: first will be configured in Cycles engine as usuial for Cycles, second will be configured in Blender Internal as usual cubemap texture. If you open the filder with the PBR example you can fine two type of environment texture rectangular environment and cubemap. Both of them used in scene: first will have influence on PBR shader, the second will be renderend as environment. Sorry for such hack, it will be fixed soon in near coming releases. Oclussion, roughness and metallic maps must be packed as one image each map by RGB channe. R for Acclusion, g for Roughness, B for Metallic.

    Co-founder and lead graphics specialist at Soft8Soft.

    #775
    spleeve
    Participant

    Thanks for the suggestions Will. It could be a very impressive tool once the shortcomings are ironed out. I would love to take advantage of the sale but at the moment there are just to many things that have to be taken care of before it becomes the fluid workflow I was hoping for.
    Michael.

    #777

    Hi Michael,

    We made a closer look at our PBR implementation and found some bugs and inconsistencies that indeed make using the PBR model difficult or even possible right now. :-(
    Our devs have scrambled to fix the issues that you helped us to reveal. I think we’ll issue a bug fix release by the end of this week.
    Thank you for your patience and sorry for the inconvenience you experienced. :scratch:

    Chief 3D Verger | LinkedIn | Twitter

    #778
    spleeve
    Participant

    No problem Yuri. I am looking forward to being able to test it more once the bugs have been fixed.
    Michael.

    #781
    spleeve
    Participant

    A workaround for the brushed metal look is to use Substance Painter.
    When plugged into the Verge PBR it seems to work – although there are still discrepancies with the image as seen in the Cycles viewport to that seen in the browser viewport.

    #975
    spleeve
    Participant

    Mapping node still not working in 1.0.1.

Viewing 15 posts - 16 through 30 (of 38 total)
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