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2022-12-13 at 9:55 pm in reply to: draw line from obj, but more than one line from same obj don’t work #59041PascalCustomer
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.
2022-11-07 at 8:43 am in reply to: draw line from obj, but more than one line from same obj don’t work #57123PascalCustomerOK, thank you for confirming the workflow.
PascalCustomerI 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!PascalCustomerAre 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!
Attachments:
You must be logged in to view attached files.PascalCustomerThanks 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?PascalCustomerYou 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?Attachments:
You must be logged in to view attached files.PascalCustomerpressing 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 …?
We can nothing to do with this.
PascalCustomerYou find the apps (free) in the store:
http://localhost:8668/store?req=statusPascalCustomerThere 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…
PascalCustomerThe 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?
PascalCustomerPossibly 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?
PascalCustomerglTF 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!PascalCustomerkdv77kdv
ParticipantSeparate 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.
2022-06-27 at 1:32 pm in reply to: Installation of version 4.0, no application in the manager #53670PascalCustomerYou can download/import the demo apps in the App Manager via Asset Store.
http://localhost:8668/store?req=statusPascalCustomerMaybe 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?
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