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scalareCustomer
Hey Ryan, very impressive what you’ve accomplished! A bit off-topic: can I ask you what tool you’ve used for that? Was it meshroom? And have you tried/been able to create meshes out of photos of shiny metallic objects? I’ve found that as particularly difficult (resulting meshes get holes where surfaces are shiny)
Thank you!
scalareCustomerThanks a lot for making sounds work dynamically!
scalareCustomerWow! Thank you very much, HoboCat for sharing your experience with the engravings. Your method is so much closer to what we want to achieve! We’ll surely try that out along with the techniques in Mikhail’s demo. How is that coming, by the way? :)
Thank you all!
scalareCustomerOK, thanks a lot, Mikhail!
scalareCustomerYes, I’ve tried that. But I still see it as a bevel effect, where only the edges of fonts show something when the normal map is applied, but not the inner area of the font, that still shows as if it was at the same level of the surrounding surface (background of the normal map)
The attached example, has
Strength: 5
Level: 2
Blur/Sharp: -3I see it blurred, but only on the font edges. Any way to extend that blurring into the inner part of the fonts?
Thanks a lot!
scalareCustomerExcellent! Thank you!
One more question: when a texture is created from text, because of the text being black and the background white, the resulting normal map is kind of hard, even when reducing strength or increasing the level. If we wanted the engraving to look “softer” or “more rounded”, how would we do it? The “inner part” of the resulting normal map fonts looks flat and as if the height of the normals was the same as outside of the fonts (I hope this makes sense). Is there any way to soften the black and white texture BEFORE we convert to a normal map?
In that online converter, for example, the circles black and white texture is soft (there almost isn’t a place where you can find absolute black or absolute white, and certainly not where black and white pixels are contiguous). But I haven’t been able to do that “softness” with the create texture from text puzzle.
scalareCustomerThank you!
scalareCustomerThank you, Yuri. So Invert G and Invert R don’t do anything? I’ve tested changing values for invert height, but I did not notice any changes there.
Also, we’re creating a texture from text, that generates the image as black text on white background. I think this is right for an engraving. But what if we needed to do it in the opposite direction? Since the invert height seems not to do anything, we’d need to invert the original texture colors. Please advise.
In any case, would you please recommend which values to use to simulate an engraving? :)
scalareCustomerI should add that I’ve been able to create the texture, convert it to a normal map, and replace it into the material. What I need to know is how the additional parameters work: invert G, invert R, invert height, the two filters, etc.
Thanks!
scalareCustomerExcellent! Thank you!
scalareCustomerExcellent! Thanks a lot!
scalareCustomerHi elk,
I’m subscribed to browserstack.com, which let’s you test your pages in lots of different devices via a web interface. You can choose OS, device and browser. And for many of them, there is a developer tool option available, that works just like the desktop developer tools for Chrome/firefox or firebug. It lets you even test on your local server if you install an add-on for some desktop browsers. Very handy! Unfortunately, it is not free.
You can interact with the device almost like if you were holding it (not for all events, though. Orbiting the camera for example, is delayed in iPhone, but still very useful)
Hope it helps!scalareCustomerFor some reason I was not able to see the full console log. I refreshed the page again and I saw the rest, which matched the errors mentioned by zjbcool. I downloaded the fixed version and that solved the issue. Thank you!
scalareCustomerNever mind about the version number. That is something we have added when loading v3d.js. We’ve removed that, but the errors still show.
scalareCustomerHi Yuri,
we’ve replaced the version with 2.14.3 and we’re getting weird errors ONLY on iPhone. Not happening on Android or desktop. The errors go like this:
WebGL: INVALID_OPERATION: drawElements: unable to simulate vertexAttrib0 array
And when we expand the message:useProgram @ [native code]:1
useProgram @ v3d.js?ver=2.9.2:1
ge @ v3d.js?ver=2.9.2:1
renderBufferDirect @ v3d.js?ver=2.9.2:1
me @ v3d.js?ver=2.9.2:1
fe @ v3d.js?ver=2.9.2:1
render @ v3d.js?ver=2.9.2:1
render @ v3d.js?ver=2.9.2:1
render @ v3d.js?ver=2.9.2:1
render @ v3d.js?ver=2.9.2:1
render @ v3d.js?ver=2.9.2:1
(anonymous function) @ v3d.js?ver=2.9.2:1
(anonymous function) @ v3d.js?ver=2.9.2:1
a @ v3d.js?ver=2.9.2:1There are lots of instances of the same error. That version number for v3d.js is suspicious.
Please let me know if I should go back to 2.14.2 for the time being. Thank you!
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