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Pascal

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 44 total)
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  • Pascal
    Customer

    what are the reasons to remove already added lines?

    I need to switch on/off interactively the connections (lines) between objects and html-divs, depending on the users input and cursors position. I solved it by adding more empty objects. But thank you for giving this interesting idea how I could hook in alternatively. :good:

    Pascal
    Customer

    OK, thank you for confirming the workflow. :good:

    in reply to: Make a clipped object permeable? #55681
    Pascal
    Customer

    I see. And transparent parts are also hit by raycasts, because the geometry is still there, its just transparent.
    I will change the plan of my app and find an other solution for the functionality we had on our mind.
    Thank you for your feedback!

    in reply to: Make a clipped object permeable? #55677
    Pascal
    Customer

    Are these conclusions right for now?

    1. Hover- and click-events can not be triggered (on the visible parts only) on objects which are wrapped by an other object, even if that wrapping object is clipped away by a clipping plane.

    2. Raycast always intersects a given object, even if it is clipped by a clipping plane.

    Thanks for any confirmation or contradiction!

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    in reply to: Make a clipped object permeable? #55637
    Pascal
    Customer

    Thanks again for the good idea, but unfortunately the golden cube gets always hit by the ray, no matter if it is clipped away or not. So I cannot use the intersections array to determine if the cube is visually covering Suzanne or not.
    Or am I missing something here? :unsure:

    in reply to: Make a clipped object permeable? #55629
    Pascal
    Customer

    You are right, I can activate the x-ray option on the inner objects events. But then, the event is triggered always. I need it to be triggered only when the inner objects are visible. The not clipped part of the outer object should block the trigger.
    See the example screenshot. The event on Suzanne should only be triggers when clicking on Suzanne (gray) but it also gets fired when clicking on the golden cube in the area where Suzanne is hidden by the cube.
    I understand that my question was missing this information. Just making the box permeable is not what I actually need. it needs to be permeable only where it is clipped away. Could that work somehow?

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    Pascal
    Customer

    pressing CTRL +/- you change the pixel ratio for the whole page

    Indeed, thank you for pointing this out. It leads to the idea that I could compensate the change in pixel ratio by raising the value of the screen scale …? :scratch:

    We can nothing to do with this.

    in reply to: What happened to demo apps? #54066
    Pascal
    Customer

    You find the apps (free) in the store:
    http://localhost:8668/store?req=status

    in reply to: Washed Material color on some smartphones #53817
    Pascal
    Customer

    There is no explicit info about using a texture at all in the question, it is just said its a shader node.

    You are right, color management is important. But maybe it is not the root of the side-effect in this case.

    I was experiencing strange “washout-looking-effects” after updating some apps from 3.9.1 to 4.0.0/4.0.1 when loading the scene in Chromium, but after some more reloads, it was gone and not reproducible. I therefore ignored it and just went on…

    in reply to: Washed Material color on some smartphones #53811
    Pascal
    Customer

    The colors are created inside blender with a classic node shader.

    How does the node tree look like? Do you use image textures at all in the material?

    Can you share a sample scene and blend file with only the material that shows the effect?

    in reply to: Can we run published V3d file offline ? #53752
    Pascal
    Customer

    Possibly the process already finished but just the progress-dialog in the browser doesn’t disappear as expected. Did you check if the output got created?

    in reply to: jlTF 2.0 compatible materials #53733
    Pascal
    Customer

    glTF 2.0 spec says:

    "metallicRoughnessTexture": {
                "allOf": [ { "$ref": "textureInfo.schema.json" } ],
                "description": "The metallic-roughness texture.",
                "gltf_detailedDescription": "The metallic-roughness texture. The metalness values are sampled from the B channel. The roughness values are sampled from the G channel. These values **MUST** be encoded with a linear transfer function. If other channels are present (R or A), they **MUST** be ignored for metallic-roughness calculations. When undefined, the texture **MUST** be sampled as having <code>1.0</code> in G and B components."
            },

    I guess you want to use glTF 2.0, right? Cause I don’t know about

    jlTF 2.0 compatible

    and guess it is just a typo.

    However, I never tried it the way you describe it. 3 AOs in one image, that might be working within blender and maybe also in Verge3D but not in glTF standard?

    I hope you will find a good solution. Let us know.
    Best regards!

    in reply to: jlTF 2.0 compatible materials #53720
    Pascal
    Customer

    kdv77kdv
    Participant

    Separate RGB node works strange if I try to take AO image from G channel

    Setting the Color Space to NonColor in this case might help.

    Pascal
    Customer

    You can download/import the demo apps in the App Manager via Asset Store.
    http://localhost:8668/store?req=status

    in reply to: Areas with AO have much higher aliasing #53655
    Pascal
    Customer

    Maybe you need to use an other, more high priced solution in the meantime. Unreal or Unity? If your requirements are so high, you might want to run pixel-streaming and let everything be rendered on the cloud?

Viewing 15 posts - 1 through 15 (of 44 total)