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c4ccParticipant
Your code itself is fine….so I am thinking its one of the two items below that has things not working.
1. Make sure you create your empty list_furniture at the start of your puzzle scenes…this should be an early initialization. You are probably already doing this but just not in the puzzle image supplied. If it’s not initialized before the onclick call the material will not transfer to the clone…and the click will just be ignored. You can test if your onclick is being ignored by placing a Print to Console in the onclick event.
2. Make sure you have the “gray” material in the scene on an object prior to requesting the material to be changed. I usually create a bunch of small material squares and hide them somewhere in the scene so they are all preloaded and available.
Sorry for replying to an old thread, but why are you repeatedly fixing click and hover puzzles for each clone?
Is it not possible to use loop functions through the clones, so that click and hover puzzles area
Are only used once while they loop through the clones?2024-02-21 at 7:16 pm in reply to: Measuring distance by looping/cycling through items with dict in list? #70922c4ccParticipantWhere did I go wrong in my initial post? Was it the “get” or “find” list puzzles?
2024-02-21 at 8:01 am in reply to: Measuring distance by looping/cycling through items with dict in list? #70868c4ccParticipantYet even though I successfully cloned the enemy as item in a list, I can’t remove them by having my attacks come into contact with them?
c4ccParticipantPlease don’t charge for anything on Verge, as long as we pay to remove the watermark, every other feature should be free of charge..
c4ccParticipantYou’d better not use
all objects
as a target to get all meshes. UseScene
that containsall abjects
.Sorry for a late reply to an old thread, but can anyone answer this about lists and dicts please?
c4ccParticipantWhile get distance in object puzzles doesn’t work on lists, could the get distance work on clones /items in looped lists?
c4ccParticipantYou will need to create a value in each of your materials and control them via puzzles.
Here is a link to a cube that has multiple materials assigned to individual faces. So you have a cube with multiple materials and emission.
project file and blend file located here: https://v3d.net/sqe
Hope this helps.
On a separate note, can you help me with retrieving items in lists? Need to activate puzzles of individual clones in a list only when conditions are met.
- This reply was modified 10 months, 2 weeks ago by c4cc.
c4ccParticipantYou will need to create a value in each of your materials and control them via puzzles.
Here is a link to a cube that has multiple materials assigned to individual faces. So you have a cube with multiple materials and emission.
project file and blend file located here: https://v3d.net/sqe
Hope this helps.
Again, thanks for this.
These puzzles seem to work atmc4ccParticipantThanks for this, I’ll look into this, and let you know. Also, this is unrelated, but regarding my question about object clones conditions in lists?
c4ccParticipantHi c4cc,
you could add a Value node (assuming you are using Blender) to multiply / adjust the color of the material, and then animate this Value node with the Puzzles.
Which puzzles do I use to animate that Value node for material?
Shading in Blender I can use keyframes on the color of the node, but how do I use puzzles to trigger this?
- This reply was modified 10 months, 2 weeks ago by c4cc.
2024-02-05 at 2:14 pm in reply to: Clones of Object with puzzles in List – puzzles for individual clones? #70133c4ccParticipantHi c4cc,
you can indeed create a list to store the HPs for your jets. You can access this list using the same indices you are using to access the list of the jets.
If I do make that HP list – will I have to duplicate the original JetRed puzzles for each clone too? Or can I keep the original JetRed puzzles, while only applying the cloned Jet list to it?
Like this:
c4ccParticipantI cant wait to see what you are working on. You have lots of unique questions on the forums…all good, dont get me wrong…just interested to see the result one day.
Thanks for the praise and support. I hope to finish my SAAS real soon. You can see it then.
Lets remove the complexity of the group for a second.
If you have a red cube (255,0, 0) and you want it to flash white on an off … but you don’t want to change the base material of red.
Ok.so…my first thought is you add a mix shader and a white shader to your current material and then manipulate a value associated with the mix factor. You technically are just adjusting the existing material and not changing materials.
Sadly, while puzzles indeed allow us to change material, the problem is, my mesh has multiple materials, meaning, if I change all the materials to a single emission using the assign material puzzle, I cannot change the meshes back to the original materials assigned.
c4ccParticipantIf you’re using Blender, after selecting the faces of the invisible parts of mesh, try to flip normals?
Or the mesh normals only appear on one side. Try extruding the invisible faces inwards, so a thin “layer” extrudes around inside, thus enabling you to flip normals of the inside as well?
- This reply was modified 10 months, 3 weeks ago by c4cc.
c4ccParticipantAll other meshes are rendered only if they are in the camera’s field of view.
<iframe loading=”lazy” title=”render calls and tris rendered” width=”640″ height=”360″ src=”https://www.youtube.com/embed/d8E67aJxZNg?feature=oembed” frameborder=”0″ allow=”accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share” allowfullscreen=””></iframe>
What about if the hide object puzzles are used to hide objects on screen? Will this improve performance too? Especially saving more browser space/memory, and improving FPS rate?
c4ccParticipant -
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