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David Duperron
CustomerHi Kdv!
I’m having an issue with your measure tool, more precisely with the line(s) material which seems incompatible with the material I am using.
The consequence is that the lines are not visible when an object with my material is somewhere behind the measure lines.
When the material has some transparency we can see the lines “through” the material (blue cube in my example), but as soon as there is a mesh with this material in “opaque” configuration the lines disapear (transparency is controlled by the material alpha attribute in my material).
Any idea how I could fix this? Does this have to do with the renderOrder in some manner?
Thanks for your help!
The example is here:-
This reply was modified 9 months, 1 week ago by
David Duperron.
David Duperron
CustomerThanks @kdv!
The material on which I would like to activate gtao is not an emission shader.
GTAO can actually be activated on it as I can do it manually by changing thegtaoVisible
parameter in the .gltf file before loading the application.
In fact this parameter is false by default because the material has a transparency (alpha blend) which can be controlled by the user. Most of the time the material is opaque, and then it looks much better with GTAO, and in some rare cases the transparency is used, and in those cases, the problems related to GTAO in use with transparency are not really an issue for me… so I would like to be able to change this gtaoVisible parameter for this material after loading of the gltf file, and be avle to see the result in the viewport.David Duperron
CustomerI’ve tried to enable it manually with js code. I managed to retrieve the correct material, and write the gtaoVisible parameter to “true” but I see no effect on the viewport… I used the following code:
const material = v3d.SceneUtils.getMaterialByName(app, "NI_paint_vertex_color") material.needsUpdate = true; material.gtaoVisible = true; console.log(material)
I can see in the console that the parameter has been set to true, but no visual change…
David Duperron
CustomerThe easiest way would be to publish the App on the Verge3D network, but I have a 500:Internal server Error when I try to publish it. The Application folder is located outside the “normal” verge3D application folder and i use a symbolic link… any way to get it to upload properly??
David Duperron
CustomerThanks Alex!
I’ll try to pack something that reproduces this behaviour…
And lastly, is it possible to change this gtaoVisible parameter after the scene loading? (from false to true) and to update the material in order to display with Ambient Occlusion?
Thanks!David
David Duperron
CustomerAlso Alexander: is there a way to control or change this parameter, either in Blender before the gltf export, or programmatically with some javascript? I don’t see any reference to this parameter in the developper reference…
David Duperron
CustomerYes. That’s it!
If I try to activate the HiDPI option on some of my gizmo objects (e.g. xy plane move and Z-rotate), these two objects have the issue = not showing, whereas all the other objects with the same material and no HiDPI option are showing properly.
And the issue is not systematic as I mentionned earlier. It can show properly from time to time, without any reason.David Duperron
CustomerI think I may have found something, which is perhaps a bug. It seems that it has something to do with the “HiDPI compositing” option for the objects that has this material.
When this option is active, an object with this material which shows up properly at the initial loading of the 3D scene can disappear after a few orbiting and change of point of view! Absolutely no other interaction with the object itself, and no puzzle related to it.
Disabling the HiDPI option seems to solve the issue…David Duperron
CustomerHi Alexander!
Thanks for the info.
I am completely lost right now… I’ve got a material which sometimes shows up properly, and sometimes does nos show at all. I do nothing in between these cases except refreshing my web page, with exactly the same steps…
Here is a capture of the material:
I use this material for a grab/rotate gizmo which is supposed to show when I select an object. the color is driven by the vertex color of the mesh, and I use the Object Index to drive the intensity of the emission (when the object is dragged, it is highlighted). Everything was working fine until now, and I cannot identify what can cause such an unpredictable behaviour.
Same gltf file, same binary file, same js files, and after initial loading, sometimes the material shows, sometimes it is not! No error message in the console. No clue… I’m lost.David Duperron
CustomerGreat!
And yes: “get value” is for HTML elements that have a “value” property, like inputs, options, select, etc…David Duperron
CustomerHi Kdv! I did not see your post when I found the same solution. Anyway thanks a lot for the help and the illustration
CheersDavid
David Duperron
CustomerNew update: problem solved!
I managed to get what I needed (a single material, which looks different from one object to another in terms of color and transparency).
For this I used the “Object Info” node in the Blender material definition (see here).
The “Color” output controls the color of the overlay, and the “alpha” output controls the overall opacity of the material.
Be careful if you use normal maps in your material to make sure that the normals are correctly computed (if they exist at all!) for the objects to which the material is affected. Otherwise you may experience unexpected render issues (see here to force the tangent computation on your geometry if this attribute does not exist)… I struggled to find this one!!David Duperron
CustomerI update this post to see if I can get any help…
The idea would be to “add” a color overlay on a given object without affecting it’s material… if this is even possible…?David Duperron
CustomerThanks guys for these details.
I will see what I can do to better manage my materials!David Duperron
CustomerThanks for these answers!
Materials were already linked from the library, not appended.
@kdv if I use your plugin is it possible to keep only one object and reassign materials event if there are several slots? -
This reply was modified 9 months, 1 week ago by
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