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chirio

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Viewing 3 posts - 1 through 3 (of 3 total)
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  • in reply to: Principled BSDF and Gltf Export #76393
    chirio
    Participant

    Well I tried the update function in the App Manager. This seemed to work for now.
    Thanks!

    in reply to: Principled BSDF and Gltf Export #76383
    chirio
    Participant

    But I have Verge3D 4.6.0 installed…

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    in reply to: Principled BSDF and Gltf Export #76381
    chirio
    Participant

    I get lots of errors, but I don’t have a clue what any of this means.

    v3d.js:1 Verge3D 4.2.0 for Blender (License, WebGL 2.0)
    v3d.js:1 v3d.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.
    ne @ v3d.js:1
    v3d.js:1 v3d.WebGLProgram: shader error: 0 35715 false gl.getProgramInfoLog Fragment shader is not compiled.
    ERROR: 0:2799: ‘node_bsdf_principled’ : no matching overloaded function found

    1: #version 300 es
    2: #define varying in
    3: layout(location = 0) out highp vec4 pc_fragColor;
    4: #define gl_FragColor pc_fragColor
    5: #define gl_FragDepthEXT gl_FragDepth
    6: #define texture2D texture
    7: #define textureCube texture
    8: #define texture2DProj textureProj
    9: #define texture2DLodEXT textureLod
    10: #define texture2DProjLodEXT textureProjLod
    11: #define textureCubeLodEXT textureLod
    12: #define texture2DGradEXT textureGrad
    13: #define texture2DProjGradEXT textureProjGrad
    14: #define textureCubeGradEXT textureGrad
    15: precision highp float;
    16: precision highp int;
    17: #define HIGH_PRECISION
    18: #define SHADER_NAME MeshNodeMaterial
    19: #define LIGHT_PATH_IS_CAM_RAY 1
    20: #define WORLD_NODES 0
    21: #define NORMAL_OUTPUT 0
    22: #define NODE_RGB_NUM 1
    23: #define NODE_VALUE_NUM 0
    24: #define NODE_TEX_COORD_NUM 0
    25: #define NODE_RGB_BL
    26: #define NODE_NORMAL
    27: #define NODE_BSDF_PRINCIPLED_BL
    28: #define NODE_OUTPUT_MATERIAL_BL
    29: #define MT_BLENDER
    30: #define COMPAT_USE_SPEC_ENV_BLENDER_APPROX
    31: #define USE_ENVMAP
    32: #define ENVMAP_TYPE_CUBE_UV
    33: #define ENVMAP_MODE_REFLECTION
    34: #define ENVMAP_BLENDING_NONE
    35: #define cubeUV_maxTileSize 256.0
    36: #define USE_SHADOWMAP
    37: #define SHADOWMAP_TYPE_PCF_POISSON_DISK
    38: #define PHYSICALLY_CORRECT_LIGHTS
    39: #define TEXTURE_LOD_EXT
    40: #define UNITS_SCALE_FACTOR 1.0
    41: uniform mat4 viewMatrix;
    42: uniform vec3 cameraPosition;
    43: uniform bool isOrthographic;
    44: #define TONE_MAPPING
    45: #ifndef saturate
    46: #define saturate(a) clamp(a, 0.0, 1.0)
    47: #endif
    48: uniform float toneMappingExposure;
    49: uniform float toneMappingMidTones;
    50: uniform float toneMappingPhysicalScale;
    51: uniform float toneMappingBrightness;
    52: uniform float toneMappingContrast;
    53: uniform bool toneMappingChromaticAdaptation;
    54: uniform vec3 toneMappingWhiteColor;
    55: uniform bool toneMappingColorDifferentiation;
    56: uniform bool toneMappingExteriorDaylight;
    57: uniform vec3 toneMappingWhiteBalance;
    58: uniform float toneMappingHighlights;
    59: uniform float toneMappingShadows;
    60: uniform float toneMappingSaturation;
    61: uniform float toneMappingAperture;
    62: uniform float toneMappingShutter;
    63: uniform float toneMappingISO;
    64: uniform float toneMappingVignetting;
    65: uniform vec2 toneMappingResolution;
    66: const float FILMIC_BLENDER_LOG_MIN = -12.473931188;
    67: const float FILMIC_BLENDER_LOG_MAX = 12.526068812;
    68: const float FILMIC_BLENDER_EXPOSURE_LATITUDE_RATIO = 0.66;
    69: vec3 LinearToneMapping(vec3 color) {
    70: return toneMappingExposure * color;
    71: }
    72: vec3 ReinhardToneMapping(vec3 color) {
    73: color *= toneMappingExposure;
    74: return saturate(color / (vec3(1.0) + color));
    75: }
    76: vec3 OptimizedCineonToneMapping(vec3 color) {
    77: color *= toneMappingExposure;
    78: color = max(vec3(0.0), color – 0.004);
    79: return pow((color * (6.2 * color + 0.5)) / (color * (6.2 * color + 1.7) + 0.06), vec3(2.2));
    80: }
    81: vec3 RRTAndODTFit(vec3 v) {
    82: vec3 a = v * (v + 0.0245786) – 0.000090537;
    83: vec3 b = v * (0.983729 * v + 0.4329510) + 0.238081;
    84: return a / b;
    85: }
    86: vec3 ACESFilmicToneMapping(vec3 color) {
    87: const mat3 ACESInputMat = mat3(
    88: vec3(0.59719, 0.07600, 0.02840),
    89: vec3(0.35458, 0.90834, 0.13383),
    90: vec3(0.04823, 0.01566, 0.83777)
    91: );
    92: const mat3 ACESOutputMat = mat3(
    93: vec3( 1.60475, -0.10208, -0.00327),
    94: vec3(-0.53108, 1.10813, -0.07276),
    95: vec3(-0.07367, -0.00605, 1.07602)
    96: );
    97: color *= toneMappingExposure / 0.6;
    98: color = ACESInputMat * color;
    99: color = RRTAndODTFit(color);
    100: color = ACESOutputMat * color;
    101: return saturate(color);
    102: }
    103: vec3 CustomToneMapping(vec3 color) { return color; }
    104: #define ORDERS_OF_MAG 5.0
    105: #define PI_TONE 3.14159265359
    106: float toneCalcBrightness(in vec3 color)
    107: {
    108: return (abs(color.r) * 0.263 + abs(color.g) * 0.655 + abs(color.b) * 0.082);
    109: }
    110: float toneApproximateScotopicLuminance(vec3 color)
    111: {
    112: return (0.062 * color.r + 0.608 * color.g + 0.330 * color.b);
    113: }
    114: vec3 LogarithmicMaxToneMapping(vec3 color) {
    115: float inputScaleFactor = toneMappingPhysicalScale / PI_TONE;
    116: float brightness = (toneMappingBrightness < 0.0) ? 0.0 : (toneMappingBrightness * 0.7);
    117: float powerBot = toneMappingExteriorDaylight ? 4.0 : 2.0;
    118: float res = 100.0 / ORDERS_OF_MAG;
    119: float mag = floor((50.0 / res));
    120: float power = ((brightness / 20.0 – ORDERS_OF_MAG) – powerBot) + mag;
    121: float stepsize = 9.0 / res;
    122: float step = 50.0 – (mag * res);
    123: float param_c = (0.02 * toneMappingContrast) * 2.0;
    124: float param_b = pow(10.0, power) * (1.0 + (stepsize * step));
    125: float param_a = param_b * (1.0 + param_c);
    126: param_c /= pow(2.0, toneMappingMidTones – 1.0);
    127: param_b *= PI_TONE;
    128: vec3 whiteConstancyFactor = toneMappingWhiteColor;
    129: if (toneMappingChromaticAdaptation) {
    130: float luminance = toneCalcBrightness(whiteConsta

Viewing 3 posts - 1 through 3 (of 3 total)