We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

Pandern

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 46 total)
  • Author
    Posts
  • Pandern
    Customer

    Try to access it from another googl user:

    no access

    You need to share the files so that it can be accessible to other users:

    https://support.google.com/docs/answer/2494822

    in reply to: Projection Mapping #78818
    Pandern
    Customer

    True! But it is posted in ‘Graphics / Maya’ section of the forum. ;)

    Maya do have a triplanar mapping, but not supported by verge3D

    in reply to: Projection Mapping #78815
    Pandern
    Customer

    Yes, kdv. But unfornutatedly Maya doesn’t have anything equivalent of the object output in texture coordinates in blender.

    Pandern
    Customer

    iPhone need the ‘ img ‘ tag in the ‘ a id=”enter_AR_button” ‘ to be willing to accept it as an AR link

    • This reply was modified 2 days, 3 hours ago by Pandern.
    • This reply was modified 2 days, 3 hours ago by Pandern.
    in reply to: Projection Mapping #78808
    Pandern
    Customer

    Yes, 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 camera

    Attachments:
    You must be logged in to view attached files.
    in reply to: Comparing verge3d for blender, maya and max #76724
    Pandern
    Customer

    I’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.

    Pandern
    Customer

    The 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

    • This reply was modified 7 months, 1 week ago by Pandern.
    • This reply was modified 7 months, 1 week ago by Pandern.
    Pandern
    Customer

    Use 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 7 months, 1 week ago by Pandern.
    Attachments:
    You must be logged in to view attached files.
    in reply to: a nice one #70026
    Pandern
    Customer

    Easily 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 9 months, 3 weeks ago by Pandern.
    in reply to: a nice one #69995
    Pandern
    Customer

    nice!!

    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:

    Pixel streaming in unreal

    • This reply was modified 9 months, 3 weeks ago by Pandern.
    in reply to: Post-processing Puzzles(bloom) #68797
    Pandern
    Customer

    I 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:

    https://v3d.net/qhr

    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/m²

    edit: you need to activate use HDR rendering in Verge3D Export Settings

    • This reply was modified 11 months, 3 weeks ago by Pandern.
    Attachments:
    You must be logged in to view attached files.
    in reply to: Post-processing Puzzles(bloom) #68708
    Pandern
    Customer

    You can set the threshold above 1 and increase the value for emission accordingly to exclude other lights/materials.

    https://v3d.net/ggb

    Here i have set the threshold to 10, and the emission to 100 for the front and back lights of the car. and the environmet is set to somewhere in between to also get some bloom on the highlights in the carpaint.

    Attachments:
    You must be logged in to view attached files.
    in reply to: Porsche Taycan configurator #63966
    Pandern
    Customer

    Very nice!

    You should set the .enquire-button in the css to position: fixed; instead of absolute, then it wont scroll up along with the right menu.

    I used the same car in a demo for a company selling car wrappings: https://v3d.net/k0o

    in reply to: PDF generator plugin for Verge3D #63307
    Pandern
    Customer

    Thank you!

    That was very helpful!

    Changing the value in the html2pdf.bundle.js didn’t make any difference for me, but i might have done something wrong. So I changed the cf_pdf() function in the visual_logic.js, making sure to reapply the changes every time I saved the puzzles. That worked fine.

    As you have mentioned in an earlier post, the images are still low rez. I set the screen scale to 3 with a puzzle before taking the pictures, but the app ignores that. I believe the resolution of the output must be increased to be able to get better screenshots.

    The PDF-file looks perfect in the developer preview before export. And when I fill the whole 4k screen, the image quality is better. So I think that it is also dependable on the screen size at the point of conversion to PDF.

    A few more options to set scale and/or size would be a neat feature of this plugin.

    Attachments:
    You must be logged in to view attached files.
    in reply to: PDF generator plugin for Verge3D #63295
    Pandern
    Customer

    Thank you, kdv.

    But are those files part of this library? Where do you find them?

Viewing 15 posts - 1 through 15 (of 46 total)