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PandernCustomer
I would worry more about the password being stored on the client side than seeing it on the screen. If it were me I’d use server side validation. You can do this by using the advanced puzzles and some server side php. If you’re only doing a few users then json will work. If you’re allowing users to create their account and then log in later you’ll need to set up a database.
Anyway, I didn’t try this but this should give you your answer (see image). Here is the documentation as well. https://developer.mozilla.org/en-US/docs/Web/HTML/Element/input/password
Certainly, BigMike! On an open or public site, user credentials like usernames and passwords should always be stored server-side, as you mentioned, rather than on the client side.
Saurav had asked for an example, so I provided the simplest one that came to mind.
The example I shared is from an in-house configurator that only required basic accessibility, as it’s sold to clients as a SaaS product with per-user licensing. The username is also used in the PDF/image uotput from the configurator.
I should have clarified this. Regardless of how and where the passwords are stored, the example puzzles I shared remain largely the same, with only minor changes depending on how the credentials are retrieved.
The modal dialog in my example uses the password input type you referenced, but I appreciate the additional resources you linked—thank you!
Lastly, the modal dialog also addresses the original poster’s (vizualizer’s) request: to create a window or pop-up that appears when a 3D item is clicked, prompting the user for a password to continue the 3D experience within the app.
PandernCustomerI don’t think it is possible to style the user prompt in any way.
Use instead the nodal dialog mentioned above.
The html
input
typepassword
is hiding the text by default and can be further styled.By changing the
enquiry form
found in puzzle library in verge3d, i quickly made this:password: secretPass1234
see the puzzles in attached screengrab.
It is a very rudimently styled and made, but it may be a good start for you
- This reply was modified 1 week, 2 days ago by Pandern.
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You must be logged in to view attached files.PandernCustomerThe absolute most basic way to do it could be to use the
user prompt
to ask for the password stored in a variable in the init tab of the puzzles.You can extend it to store the password on the users computer and even extend it to also ask for a user name first. Let me know if you would like help with that.
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You must be logged in to view attached files.2024-11-26 at 3:35 pm in reply to: Disable Verge3D WordPress Plugin Updates and Log Emails from send_form.php? #79114PandernCustomerThank you
The auto-updates were, and are, disabled, but the plugin still updated to 4.8.0. Is there a sure way to prevent this from happening again?
edit: I checked on other instalments i have of the plugin and they’ve not been updated. Only on this one site. Have to check with the webmaster there again.
DEBUG_WP_MAIL works as intended, but I’ve edited send_form.php to send two emails (to vendor and customer). Only the last one appears in the mail-debug folder, so it’s not quite a complete log of outgoing emails. It’s not a big issue, but I thought I’d mention it.
Thanks again!
- This reply was modified 3 weeks, 3 days ago by Pandern.
2024-11-17 at 1:01 pm in reply to: HtmlMixer Example: Why Moving mixerPlane Affects HTML Element Interaction #78848PandernCustomerTry to access it from another googl user:
You need to share the files so that it can be accessible to other users:
PandernCustomerTrue! But it is posted in ‘Graphics / Maya’ section of the forum. ;)
Maya do have a triplanar mapping, but not supported by verge3D
PandernCustomerYes, kdv. But unfornutatedly Maya doesn’t have anything equivalent of the object output in texture coordinates in blender.
2024-11-15 at 2:57 pm in reply to: when open AR mode, browser ask “download 3D model” instead of “open 3D model” #78813PandernCustomerPandernCustomerYes, but only in one axis. planar mapping.
Use a ‘sampler Info’ node input to a ‘multiplyDivide’, and output X,Y or Z into Uv Coord of the texture.
pointObj mappes the texture to the object
pointWorld fixes the texture to the world
pointCamera projects the texture from the cameraAttachments:
You must be logged in to view attached files.PandernCustomerI’ve used verge3D for Maya now for a few years, and are contemplating switching to Verge for blender. Mainly because of the easy way to set up UVs to object mapping to objects with shape keys. I haven’t found a way to hinder tectures from stretching on objects with blendshapes in Maya.
2024-04-10 at 1:00 pm in reply to: How to change HDRI with puzzles, and use a higher resolution? #72246PandernCustomerThe geometry with with the images is in addition to the regular HDRI environment. They don’t emit light. Nor do they receive any lighting as I used a ‘surface shader’ (maya) and turned off ‘cast shadow’ on the geometry.
Create a sphere that encompasses the scene and cameras. Reverse the normals so only the inside of the sphere is visible using a 1-sided material. Map a jpg version of the HDRI on to the sphere and and position it to align to the environment HDRI so that the lights and reflections matches both HDRI and the sphere.
Edit: this tutorial shows how to project textures, in blender, to geometry in a scene from a hdri. https://www.youtube.com/watch?v=rrZiSwXoBVA
2024-04-09 at 10:36 am in reply to: How to change HDRI with puzzles, and use a higher resolution? #72197PandernCustomerUse the
replace texture
puzzle to change hdri.I used it in this example: car configurator
I wouldn’t use high resolution HDRI for environment, but rather make JPG’s and map them to geometry that you hide/unhide. In the example given above i used a flat surface for ground and a cylinder for the rest. But the easiest is to use a sphere.
Se image for the puzzle used
- This reply was modified 8 months, 2 weeks ago by Pandern.
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You must be logged in to view attached files.PandernCustomerEasily be done?! That roadster is very nice, but it doesn`t have realtime raytraced reflection and lighting as the porsche version has. Which today is only achievable with pixel steaming that works regardles of type of device and hardware.
porsche caytan wrap configurator
I made this over three years ago. Not as nice as the roadster, but it shows the same limitations that webGL has
- This reply was modified 10 months, 3 weeks ago by Pandern.
PandernCustomernice!!
They’ve really upgraded the version they had just a couple of years ago. Then they used webGL of some sort, but now they definately are using pixel streaming. I would guess Epic/Unreal editor:
- This reply was modified 10 months, 3 weeks ago by Pandern.
PandernCustomerI see!
I use the maya version, where values can be set to more than one.
I took a look at the postprocessing demo and the max file. It seems like it uses the luminance value in the emission settings. That value is also dependant on the brightness of the color. Multiplied?
I made a test in max 2024:
Four cubes with different colors and luminance values. drag the slider to set the bloom threshold between 0-10 to activate bloom effect on the cubes.
3dsmax values:
white cube: 3000 cd/m²
green cube: 8000 cd/m²
purple cube: 15000 cd/m²
red cube: 18000 cd/m²edit: you need to activate use HDR rendering in Verge3D Export Settings
- This reply was modified 1 year ago by Pandern.
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