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NewFake

Forum Replies Created

Viewing 13 posts - 76 through 88 (of 88 total)
  • Author
    Posts
  • in reply to: Suggestions #2789
    NewFake
    Customer

    Hello & thank you.

    I guess that a JS that defines the browser’s effective screen height plus a “max-height” css command would do the trick.
    You know better anyways :)

    NewFake :)

    in reply to: Suggestions #2779
    NewFake
    Customer

    Hi Yuri!

    Thank you very much for the puzzles and for accepting the suggestions that would provide more comfort whenever manipulating the puzzles!

    Here’s the screenshot. The handle of the puzzles’ container is hidden, underneath the taskbar.

    NewFake :)

    in reply to: Augmented Reality marker etc #2682
    NewFake
    Customer

    Hi!

    Same request as Enzyme68+1 :yahoo:

    NewFake :)

    in reply to: Blend shapes #2644
    NewFake
    Customer

    Hi!
    Reducing the poly count worked fine; however a lower frame rate, less resources consumption as well; is it right?

    I get used to watch my spam box the way I watch the regular emails, as I web for about 20 years, and I know that important emails often “fall” wrongly :negative:
    Anyways, I received two email alerts from the forum today, however with the BB code embedded :)
    I also received an email with the answer to a post I didn’t write, is it, please, normal?

    Anyways this forum posts issue is really secondary :good:

    NewFake :)

    in reply to: Blend shapes #2619
    NewFake
    Customer

    Great! Thank You Ri :wacko:
    What about also reducing the frame rate? Would it get any impact?

    Please, note that I don’t receive any email when you answer, even if I, of course, check the adequate checkbox. Could you, please, fix that small issue?

    NewFake :)

    in reply to: Blend shapes #2614
    NewFake
    Customer

    I tried to run Blender on CPU & GPU, no change.

    NewFake :)

    in reply to: Gltf shortcut #2574
    NewFake
    Customer

    Thank you :good:

    NewFake :)

    in reply to: Html files #2572
    NewFake
    Customer

    Hello and thank you!

    “This way you can always restore any of your revisions by re-exporting into the same location and you’ll still keep your app directory clean.”

    Yes! However I noticed that if I put some *.blend files in an app’s sub-directory the app manager finds all of’em and displays’em; it results in a lot of *.blend files in the app manager. Wouldn’t it be better to not having the app manager displaying the *.blend files that are in apps’ sub-directories?

    NewFake :)

    in reply to: Html files #2542
    NewFake
    Customer

    Hello & thank you!

    Was it an exceptional bug?
    “So your scene was not loading in the browser? Does it print any errors in the browser console (hit F12 to open it)?”
    The page was blank, nothing. I didn’t watch the browser’s console; I’ll do it if it occurs again.

    Which workflow do you recommend?
    “Are you saving multiple .blend files for backup purposes or you actually want to have a multi-scene application, or you just want to have multiple independent scenes?”
    For backup purposes; I’m doing this to having multiple independent scenes; within a regular incremented workflow.
    I jump onto the opportunity you open: can we use puzzles with a multi-scenes app? With clips? Or can we just use frames’ ranges with puzzles?

    NewFake :)

    in reply to: Html files #2518
    NewFake
    Customer

    Hello and thank you!

    Ok, I saw that, however, please, when I overwrote the basic, first *.gltf file and opened the html file it wasn’t working.
    – 1) Was it an exceptional bug?

    Because until now I was creating a *.gltf file for each *.blend, say myapp_3.gltf for the file myapp_3.blend, etc.
    – 2) Which workflow do you recommend? Whichever the blend file, myapp_1.blend, myapp_2.blend, myapp_3.blend the last one, inside the same development, etc., always keeping, overwriting the same *.gltf file for all of’em? And if we want to use a previous *.blend file, say the myapp_2.blend inside the same development, overwriting again the unique *.gltf file?

    NewFake :)

    in reply to: Node editor – Shaders #2204
    NewFake
    Customer

    Please mention a simple way to adapt:
    https://threejs.org/examples/webgl_materials_cubemap_refraction.html
    and
    https://github.com/mrdoob/three.js/blob/master/examples/webgl_materials_cubemap_balls_refraction.html
    In these examples that show that refraction exists within WGL, the shader is applied to all the objects, that besides are similar, arrays. A way to apply this shader to only certain objects?
    Glass shader is important I think, please, do you have any plan to include it in your proper shaders package, the one that you sell on your site?

    NewFake :)

    in reply to: Node editor – Shaders #2203
    NewFake
    Customer

    Nice for PBR and emissive, however I think that glass shader is missing refraction. And if it’s the case, I know that refraction is tough either adapting or coding :)

    NewFake :)

    in reply to: Node editor – Shaders #2202
    NewFake
    Customer

    Great! Thank you very much!

    NewFake :)

Viewing 13 posts - 76 through 88 (of 88 total)