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Michael Grebstad

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Viewing 15 posts - 1 through 15 (of 55 total)
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  • in reply to: ambient lightning #78041

    so i made a test, this is very simple, its a regular hdr background, and two sets of material shaders, one for innside and one for outside, the only trickery here is that the innside shader has a plain color mixer node with regular mix between the texture node and a pure black color to dim it down, and a glossy shader tuned way down, theres also a sunlight with with a strength of 20, with shadows applied.

    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:2763f06675/ambient_test/ambient_test.html

    in reply to: ambient lightning #78040

    Thanks for replying guys! appreciate all help i can get.

    i know im left to eighter cubemaps or eq, so is it even possible to make the Verge3D_Environment_Shader only illuminate certain surfaces or materials? in other words only shaders/surfaces that are outside, and have different materials for indoor use which is unaffected by Verge3D_Environment_Shader, i would guess not without digging into coding.

    the other alternative i see is to completely ditch Verge3D_Environment_Shader, leave it black, and then illuminate everything on shader level, the first issue with this is normal/bump maps, ++ different maps, spec, rough etc.. and ambient occlusion doesnt seem to work very well with emitting shaders.

    in reply to: LOD #77499

    Manually with puzzles, you can detect the distance from an object to the camera and hide it and reveal another. But it’s need a lot of work for each piece. There is no out of the box solution in the engine.

    Thanks for replying

    This method youre mentioning is not exactly whats shown in the link, its more like a realtime displacement map, which is projected onto a mesh follows the camera.

    in reply to: Cavediving experience #75590

    is there a way to adjust lightning (bright and contrast based on light level in the view? like our eyes does automatically, theres issues when viewing objects close to the flashlight.

    in reply to: Cavediving experience #75200

    oh, this makes up much of the show.

    in reply to: Cavediving experience #75198

    this is something i might do actually, but no, i wont make this a jump scare, althoug it was tempting sometimes, but i wanted to make this a realistic experience for perhaps future divers.

    in reply to: Cavediving experience #75175

    thanks for the replies, i hoped to be able to captivate the users by the sheer feeling of being deep inside a cavesystem, and to make it as real as possible.

    in reply to: water caustics #75055

    Thanks for this, between your sips :) i could fake it, would not be a problem, maybe, i just think this was a properly cool effect.

    Well since I am chillin with a drink in my hand and nobody has responded I thought I would drop a line or two.

    It’s a great demo of webgl/threejs.

    Can you do this in Verge3d to the same level of interactivity and quality – sure you just need to know JS and threeJS and understand the principals to the level the author of the demo knows and you are set.

    Alternatively you can hire a dev that has that skill set but it will be expensive.

    A inexpensive alternative would be to fake it.
    The map you use for creating water surface normals can be modified to use as caustics. Animating the material over time will produce a quasi similar effect.

    in reply to: water caustics #75054

    We are currently making a new demo with various water effects. Stay tuned!

    Cool! cant wait! i work on creating immersive ocean experiences atm.

    in reply to: user statistics #74428

    thanks for clearifying, i just want to monitor clicks on the link, no internal interactions monitoring is neccesary, i will look into google analytics.

    in reply to: batch geometry and flipped normals #73278

    thanks kdv!

    in reply to: batch geometry and flipped normals #72562

    Hi Kdv, its been long since ive looked at this further, thanks for the sollution, however im not very skilled at coding, yet, can you please provide a more practical explanation to how you got the test to work properly?

    in reply to: Ipad fullscreen issue #72536

    Hi Yuri, thanks for informing me, so i wont waste time on looking for solutions. ive gone pretty far to minimize my apps to work on ipads,, the really lack behind hardware wise.

    in reply to: batch geometry and flipped normals #70277

    Hi!

    Here is the test:
    https://v3d.net/oki

    Thanks in advance, very grateful!

    in reply to: Wait before loading application #70276

    Hi David,

    A temporal workaround that could do the trick, if you create a simple scene, with the credentials and all, and then when the main scene is supposed to load, use puzzles “load scene” from the simple scenes puzzles, to load the main scene.

Viewing 15 posts - 1 through 15 (of 55 total)