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elkCustomer
Interesting find rezman. I havent had a thurough look at it, but this seemes to be a “wrapper” of sorts for wamp …? so you are essentialy just running a web server from your local machine (with all that entails), and then you need to start wamp and then run you page in a regular browser right ?
elkCustomerThanks Yuri.
Was looking through the app structure, but got lost somewhere around app.scene.background.data :S , this looks so much easier :) will test ASAP :)
And indeed, some settings would be great.
EDIT: looks good so far, had a bit of trouble setting it to 8192, but I guess the resolution you set is the height not the width (In this line ” app.worldCubemapRes = 2048; “) ?
I don’t know how you guys set it up or indeed how it works internaly in threejs or WebGL, but if there is posibilities/parameters to have the EnvMap only be a background, to have it as light as possible(not calculating IBL and such) that would be grate as a blender setting also. Just thought I would mention that if it is an easy fix to expose that when you are implementing the other settings.
Thanks again for the quick support
elkCustomerHi Yuri.
Just tested again, and indeed it seems to be scaling, I must have mixed up some textures while testing yesterday, sorry about that, my bad.
However, using my equirectangular map still gives me jagged results. I took a UV sphere and mapped it on that and just put my camera in the middle, and made a quick setup to toggle the sphere on and off to see the difference, see attached.
Except for the “resolution/pixel density” the Env map approche seems perfectly mapped, while my sphere results so far gives me a wave-like distortion along the horizontal axis and the poles of my sphere gets bad distortions.
So my question then becomes; Can i get the same quality/”resolution” on the Env Map as in the map on the Sphere ?
EDIT; did a quick compareson betwhen a “4k” width image and an “8k” width image, and in my perticular case the 4k looks better, is there some filtering that “claps down” the final resolution ? This looks a bit like resampeling issues you might get when resizing images in photoshop (nearest, cubic, bicubic, bilinear and such).
elkCustomerIf the outliner has not come along much since I last looked I would totally agree with waiting for a permanent implementation, any small/temporary fix in the meantime would be greatly apriciated tho.
I am guessing that Scene specific and View Layer specific export is in the same boat as this issue ?
And jem; my sulution for now is having a render specific and a Verge3D specific blend file, and appending back and forth as needed, i guess some linking could be usefull here too, depending on your needs.
2019-04-03 at 3:32 pm in reply to: Verge3Day Europe 2019 – Inviting to web interactive meetup #13571elkCustomerThe lineup of talks look really interesting, good luck with the event!
Will the talks be streamed or recorded for people, like me , who can’t make it this year ?
2019-04-03 at 10:22 am in reply to: Question: Rotation through scrolling on page and camera damping? #13539elkCustomerTake a look at the documentation here;
https://www.soft8soft.com/docs/manual/en/introduction/Using-JavaScript.html#Method_2_Versatile
You can add your functions in prepareExternalInterface , runCode will be run before the entire scene is initialized(If I remember correctly), but code in prepareExternalInterface needs to be triggered.
Hope this helps
ahh, and yeah, what Yuri says below ;) I missed the new statement :S
elkCustomerThanks for the quick help guys.
Was hoping that without Depth Write on it would just work. but i guess the problem is the origin going behind the camera and getting “culled” from the calculations.
Gonna try with offsetting the origins also, but the smaller pieces tip will help in many cases.
Cheers.
elkCustomerHere is a quick file i set up. I tried to recreate it, but could not recreate it, so I made a new app, and appended two of my trouble objects (the window panes).
Try moving forward and back and you should see the “pop” before you meat the first window.
If you turn Depth Write back on for the material, it will pop out entirely.
Using 2.8 btw…
Attachments:
You must be logged in to view attached files.elkCustomerThanks for quick reply Mikhail.
I am starting to get a bit more familliar with the code, so I guess I will do a bit of digging. Feel free to share if you know where i should start looking.
I can try to strip down my file, or set up a new one to demonstrate this. Will post again once i got something ready.
elkCustomerGif did not seem to want to upload, hopefully an mp4 will be better ..
elkCustomerI also have another problem related to transparent materials. Sry about the bad Gif attachement, but i hope the point comes accrose.
I am now using no depth write on bothe the glass/window material, and the ground plane, I set the z-depth of the ground plane to make it render before/behind the other transperant materials. I thought rendering without depth Write would fixs this issue with the ordering of transperant materials, but it seems to me the origin point of the object is still part of the calculation. For the closest window the origin is to the left of the camera, so moving forward will bring it behind it, and i think that is why it is changing the rendering when i move closer and further away.
As I must be able to go around and see the transperant materials from multiple angles, and multiple “stacked” transperant materials I can’t force an order with the z-depth.
Is there something i missed ?
elkCustomerNice one.
elkCustomerAhh, thanks for clearing that up, come to think of it my mesh probably had some n-gons.
elkCustomerLooks like you are using the AnimAll add-on, I am guessing this kind of “edit mode” animation is not supported by the exporter. Try using shape keys, and not the shape keys in the AnimAll add-on, becuse that is not using the standard shape keys way of doing things.
Also there is a bug in the exporter, make sure your meshes are triangulated before exporting, I would triangulate before you start making shapekeys to avoide some potential issues. Simply select everything in your model in edit mode and hit Ctrl + T to triangulate if you don’t need finer control.
Hope this helps.
elkCustomerThanks for quick reply Mikhail. I will try to find some workarounds for now.
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