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Mariusz

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Viewing 15 posts - 16 through 30 (of 75 total)
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  • in reply to: 2D Canvas Editor #64014
    Mariusz
    Customer

    Do you mean this plugin? https://cyberfox.gumroad.com/l/2dCanvasEditorVerge3D

    It’s not made by Soft8Soft but by CyberFox. But if you bought it on Gumroad, you should receive an email from Gumroad with a link to the content.

    Mariusz
    Customer

    Hi Xeon, thanks for your thoughts! You’re completely right, big projects require much more skill than two persons can actually handle. So far, we’ve been working on such projects with my partner in a team of 2 and (like it always is in starting a new company) we took all of these roles. Which is very exhausting and definitely not efficient. ;)

    But with the experience we gained, we now plan to expand the team and organize the work for new people. Our projects are quite big and complex so I guess we’ll start with one person responsible for creating 3D assets and optimizing the shaders/geometry, and the second one responsible for puzzles and HTML/CSS, etc. And one of us would be responsible for managing the project, collecting feedback from a client, deadlines, etc. And hopefully, in the future, the team will grow with more specialized talents.

    in reply to: Mirror UV Map #63763
    Mariusz
    Customer

    It works, thanks again! :good:

    in reply to: Mirror UV Map #63760
    Mariusz
    Customer

    Viewport display Color it’s an object property in Blender. By using the material node “Object Info”, and the slot “Color” we can use one material for different objects and each of these objects can have its own color assigned.

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    in reply to: Mirror UV Map #63757
    Mariusz
    Customer

    Thanks kdv!

    Another question about Javascript, maybe you will know the answer. Can we, in a similar way (with Javascript), change the Viewport display color? I’m trying with your code but it doesn’t work and Google didn’t help me find the right answer yet…

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    in reply to: Mirror UV Map #63730
    Mariusz
    Customer

    It works, thank you again! :yahoo:
    In my case, I used the object’s mesh Blender name in getObjectByName and used object.objectIndex = 1; and now it works like a charm.

    in reply to: Mirror UV Map #63725
    Mariusz
    Customer

    Yes, but changing this main Value, changes the direction of the complete material for all the objects. And I would like to change the direction only for the selected objects, and preferably keep one material to do this (to reduce the number of shaders for performance reasons). Any idea how this can be done?

    in reply to: Repeat procedure infinitely #63671
    Mariusz
    Customer

    I simply expected that it might be some more elegant and pure solution for this. But ok, maybe it will appear in the future. ;) Thank you for your help, it worked anyway!

    in reply to: Repeat procedure infinitely #63649
    Mariusz
    Customer

    That would be a lot of logic puzzles, especially for more complicated procedures… Isn’t there any other solution for stopping/pausing the procedure?

    in reply to: Repeat procedure infinitely #63647
    Mariusz
    Customer

    That seems like a fine solution in some cases, thank you. But how can I stop the procedure completely, in the middle of it? In the middle of this “animation”, whenever the user clicks the button?

    in reply to: Repeat procedure infinitely #63642
    Mariusz
    Customer

    Ok, and here’s another question. I need to stop this procedure completely with a button click. How this can be done?

    in reply to: Repeat procedure infinitely #63640
    Mariusz
    Customer

    So obvious, thank you! ;)

    Mariusz
    Customer

    I know I can do that, but this solution doesn’t create a perfect loop. Also, in other shaders, I would like to use the #frame instead of keyframes, so I’m trying to figure out if it’s possible to use it in Verge.
    The problem with keyframes is that they end at some point. And even if the animation is looped, when the keyframes end and the animation is played again, there is a sudden “jump” in the visual effect (when it comes back to the first frame). I try to avoid this “jump”, so the #frame solution seems to be the best. But I guess I need to find another walkaround unless someone knows the answer on how to use “#frame” in Verge.

    Mariusz
    Customer

    I need to create the “connection lines” that represent the energy flow. I have a thin cylinder mesh, and thanks to the shader from the image below I can slide the glowing effect along it. In the circled value I can type #frame and it perfectly animates the flow in Blender. But unfortunately, it doesn’t work in Verge3D. I also tried to set up this value via puzzle but it requires a number input and rejects the # symbol.

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    in reply to: Hide panel on click not on camera move #61127
    Mariusz
    Customer

    Thank you, it worked! ;-)

Viewing 15 posts - 16 through 30 (of 75 total)