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swatchyb

Forum Replies Created

Viewing 15 posts - 31 through 45 (of 50 total)
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  • in reply to: screenshot as product pic #30814
    swatchyb
    Customer

    Thanks Yuri, good idea – shoulda thought of that.
    In taking a quick look, am I on the right track with the attached?, and what hints can you give for naming the images file (e.g. like the prod_id from the server, getting that value the parent (see floating puzzle).
    Many thanks!

    in reply to: texture from text color #30604
    swatchyb
    Customer

    After some trial and error, think I got it.
    Thanks Mikhail, have a nice weekend.

    in reply to: texture from text color #30561
    swatchyb
    Customer

    Hi Mikhail,

    didn’t check the Notify box, …so just saw this, thanks!

    So, to part1, I got the letter colors working perfectly! Only one thing, my dummy texture has dummy text with a transparent background with the texture alpha to the BSDF alpha input. But, when the texture from text is created (now in color :)), I have a solid background. How can I make the background transparent around the texture from text (ie replace the alpha input)?

    Having a lot of fun with this.
    Thanks again.

    swatchyb
    Customer

    Hi Ivan and GLifTec,
    I found this thread after having the same problem of the transparent background working, but then being black in full screen. Was there any resolution or way to solve this.
    Thanks!

    in reply to: scaling re-sizing textures #30243
    swatchyb
    Customer

    Hi Mikhail,
    Yes, it is an iOS problem, or a difference in behavior. In chrome, firefox and edge on the pc, node map you suggested on 6July (above) works great without a normal map node. However, in iOS, it will not. Found this by trial and error, but it is now working on both. One other clue that told me it was there but not rendering was that the shadow of the object appeared in iOS even though the object did not. Weird, Anyway, solved.
    Thanks again on that.

    Now, can I ask another question?
    I have scaling working with a factor/value from the db, but was wondering if I could use something like the following (attached) set value puzzle to get the jpg width and calc the scaling ratio from there automatically. Not working yet, so maybe you can suggest. Am I on the right track?
    Thanks again. :)

    in reply to: scaling re-sizing textures #30169
    swatchyb
    Customer

    Hi Mikhail,
    Regarding the gltf’s not rendering in ios, after hours of hunting, found that one obscure object that repeated in all of my files did not have a normal mapping node, and that alone kept anything in that gltf from rendering in v3d. So problem solved
    Thanks.

    in reply to: scaling re-sizing textures #30085
    swatchyb
    Customer

    Also, on the texture scaling question, I have this puzzle that works if I put a constant for the set value to part, or send value from database, but I wanted to derive the width from the external jpg and calculate the scaling factor based on the difference to the original/stock texture as attached. Is this possible, or what am I doing wrong to get the mat1 width and make the calc vs the 512 original.

    As well, even with a constant, it works on mat1, but not on 2 or3 etc. The xy “value” can’t be made unique in blender, or verge doesn’t see if I change the title of the value, so do you have a suggestion.

    Thanks very much for your kind attention.

    in reply to: scaling re-sizing textures #30084
    swatchyb
    Customer

    Hi Mikhail,
    B2B app won’t work without login, and would take some explaining to get to the verge part. So here is a screneshot of the console, but don’t think there is much to learn there from a windows screen vs ios. In ios, the primary background scene loads, but none of the assets/ other gltf’s. I had this problem once before on the ipad, and it mysteriously went away, but now back :-/

    in reply to: scaling re-sizing textures #30049
    swatchyb
    Customer

    Thanks for the quick reply.
    Is there an email address I can share screen shots of app w/console?
    thanks again.

    in reply to: scaling re-sizing textures #30031
    swatchyb
    Customer

    Hi again,
    Just noticed that once I have added the nodes you suggested, the exported gltf does not render in ios/ipad. I have shadows disabled, so it’s not that. Any clues as to what needs to be disabled??
    Many thanks.

    in reply to: scaling re-sizing textures #29998
    swatchyb
    Customer

    Thanks for the tip and video link Mikhail – worked great. think i’ve got the scaling with the value thing figured out too, though not fully implemented.
    but thanks in advance. :)

    in reply to: scaling re-sizing textures #29860
    swatchyb
    Customer

    Can I add a related question?
    In Blender with evee, things are quite sharp, but once in verge, the textures blur a lot over distance. not using shadows, and really simple lighting and settings. any thoughts as to how to get less blurry halo?
    attached are two snips, one from a blender evee window, and the other from verge in the browser.
    thanks again :)

    in reply to: scaling re-sizing textures #29859
    swatchyb
    Customer

    for some reason I didn’t see the graph you attached … now I get it and will try it. thanks!

    swatchyb
    Customer

    sorry to bug you guys on this, but hoping you could give some direction as to how to approach this, or even if you think it is outside of v3d. My developer is very experienced, and believes that it is just something that v3d is not picking up. Again, the strangest thing is that it loads properly about 1 in 10 times on (with dymamic id’s) and, changes (material texture replace, or gltf unload load (to replace a part)) work only by manually adding a space to the input, even with the dispatch.
    With thanks in advance for your help.
    /sb

    swatchyb
    Customer

    another error message with hope that it is helpful.
    thanks!

Viewing 15 posts - 31 through 45 (of 50 total)