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illussimoCustomer
It still is persisting in 2.14. I tested it with Firefox and Chrome.
I have exported from Blender with a transparent background. It seems as if the transparent background is replaced by a black one when outline is highlighted.illussimoCustomerVerge3D should be presented at the conference this year!
WebGL is well on its way and will become extremely important for Blender artists. You have developed a fantastic artist-friendly solution for Blender users.
They should not miss out on this!illussimoCustomerI am now using version 2.14. The problem still persists but I think I have found the issue. The reflections only disappear if the camera is positioned outside the environment spheres I use for some of my projects. The spheres have their normals faced inside and backface culling applied. So the camera can be positioned outside of it when zooming out. Somehow backface culling is not fully picked up for reflections.
I am also working on some interiors where the same situation can occur when the camera is outside of the room peering in. I hope I described it clear enough and hope it’s something that could be fixed.
2019-08-19 at 11:22 pm in reply to: Making interactive parametric models with Blender and Verge3D #17988illussimoCustomerThank you for this great useful new feature in Verge3D and this very clear tutorial.
illussimoCustomerWow, it’s incredible how fast you are developing. Texture from text and normal map generator, so cool! VR support and now AR support as well! This again is a great enhancement and opens up a world of new possibilities.
I have posted the above message on Blender Today because I see Verge3D doesn’t get the attention it deserves on the Blender forums and I think a lot of Blender users are really missing out on this if they don’t try it out. It is not only important for presenting their portfolio but also for their potential clients.
illussimoCustomerI tested it in 2.13 but unfortunately, it is not yet resolved. Sorry that I was too late to report this.
illussimoCustomerO dear, I have posted something (about disappearing reflections) too late! But maybe it is resolved already in this release.
You are so fast I can’t keep up with testing the pre-releases…
illussimoCustomerHello Mikhail,
When procedural textures are mapped to a UV map they translate very precisely in Verge3D. It seems to be more something like when not using UV mapping but object mapping, the x y z coórdinates in the mapping are a bit off when exporting. I think it used to be fine a few versions ago but I’m not sure.
It would be great if object mapping would give precise results in Verge3D.
I hope this can be done. ThanksillussimoCustomerWauw! You have already done it! Super!
illussimoCustomerI quickly made a mapping test file. Hope this helps.
Attachments:
You must be logged in to view attached files.illussimoCustomerWauw! Screenspace reflections and all the other additions. So cool!
I will now go to download it!illussimoCustomerWauw looks great and clear implementation. Shows again what a welcome addition Verge3D is to the educational world.
illussimoCustomerCongratulations! Very nice and clear implementation. I only think it would be nice if one would also be able to stop the circuit board from turning. Circuit boards are a great candidate for Verge3D applications.
illussimoCustomerPoor foot! This is a really good, (painfully clear video information, ouch!) and useful implementation. To even enhance this you could add some gloss to the fissures in the poor foot.
illussimoCustomerGorgeous!
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