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2022-10-31 at 6:58 pm in reply to: Color plugin for Verge3D:create a color picker easily and quickly #56980NaxosCGCustomer
Maybe i should restart my PC…
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2022-10-31 at 6:56 pm in reply to: Color plugin for Verge3D:create a color picker easily and quickly #56978NaxosCGCustomermmm, i can see other plugings i have, but not this one.
Strange.
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2022-10-31 at 6:52 pm in reply to: Color plugin for Verge3D:create a color picker easily and quickly #56975NaxosCGCustomerall that :
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2022-10-31 at 6:46 pm in reply to: Color plugin for Verge3D:create a color picker easily and quickly #56971NaxosCGCustomerI did copy the folder
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2022-10-31 at 5:59 pm in reply to: Color plugin for Verge3D:create a color picker easily and quickly #56968NaxosCGCustomerHello,
I’ve just bought the plugin, and put the Zjbcool-color folder into the
C:\Users\Claudio Gallego\verge3d_max\puzzles\plugins one.Restarted Verge3D
I con’t find puzzles (see screenshot) : what did i miss ?
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NaxosCGCustomerWell, I’a not sure that this demo was created in 3DSMax…
That’s my point : i’m affraid that this particular feature is only available in blender.
Point is, i can manage morphers and shaders in 3dsmax, not in blender…If you or anyone else have any idea…
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NaxosCGCustomerIn the video, the AO stretches too, but the normal map does not.
We can see in the inside part, when the holes are going down.
And the shelves test does not have any wood on it.So i thought that Blender allow object-space texture mapping, and 3dsmax does’nt.
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NaxosCGCustomerNope, all you need is in the max file. Try to export the unchanged original to see if morphing doesn’t stratch textures…
It stretches…
I can see that with the AO map, as there is no normal/bump map in the demo file.
My verge3D version is 4.1.1, is that an issue ?Also, i’ve removed the full parametric models app, then reloaded a fresh new one.
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NaxosCGCustomermaybe i have to look elsewhere than in max file ?
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NaxosCGCustomerJust download this demo in the App Manager and open the source file.
You mean the .max file, cause i already did opened it, and i don’t find any “object” texture coordinates in it.
Not in the objects list, not in the modifyer list, and not in the shader (the AO is the bitmap that is set from demo files)
Sorry to be so “noob” again. (I’m not noob for 3dsmax though).
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NaxosCGCustomerExamine demo file more attentively. The texture coordinates must be an object, not UV. UV gets stretched as you’ve already noticed…
Ok, i understand the idea, but i don’t know how to do that with 3dsmax…
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NaxosCGCustomerThe example you show is very interesting, but :
– export not from verge3D app : mmm, i could manage that, i guess.
– it will not work with the hole that moves, as it is not some size change, will it ?"1+1=3... for large values of 1"
NaxosCGCustomerI’m a 3dsmax user (sorry for that
Still, if i put some wood texture on the parametric object, the wood stretches in verge3D applet.
Maybe Blender can export some object-driven texture coordinates, but i’m affraid that 3dsmax only exports UVs…
I’ve tested using some UVmap modifyer with Cube UVmap, but when exported, UVs are collapsed onto the mesh definition, and so, stretch when morph is used.
So, maybe, the great dev team should add some Verge3D option in the poly mesh, with “fixed UVs on / off”, for having textures that “follow” the mesh when it is morphed, or not follow, and the mesh is “travelling into” the UVs…
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NaxosCGCustomerHi, we just supported tabindex in Verge3D 4.2 pre2
Many thanks, Alexander !
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NaxosCGCustomerOk i see, many thanks !
Also i don’t need the js script anymore, good to knowIt works well, except that the dynamic shadows are jiggerred, not the meshes. see picture.
If any setting i can use to make it better…
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