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visionCustomer
You can share a link to the app with us so that we test it out on our devices.
Here is a test with the farmer app and sphere.
In the desktop window you can already see when switching the puzzle set value metalness from 0 to 1 and back. There is something happening, but not a real metal look.visionCustomerWhat I mean is how to get the Web-XR download prompt smoothly in the AR-proces?
Is there a way (when user clicks webxr download option) to download/install this in background while the user is not leaving the AR-app?
Or some other way to have as little interruption from the AR-app.visionCustomerLogic won’t work in Quick Look used for AR in iOS.
Ah, that’s a pitty. So far for the iOS technology.
Or you’ll have to prompt all your iOS user to use Mozilla WebXR Viewer.
Well, maybe for a option to iOS users. What if I would prompt users to webxr, how should I implement this in puzzles?
visionCustomer[quote}On my side it works as expected https://v3d.net/9e4%5B/quote%5D
Aha, I think I know the difference. I followed your setup with the floor-offset from the start. But it shows the android slot setup with floorcoordinates. I try to implement this in the iOS setup which is a little different in requirements. I am not sure if my iOS setup is now correct. Can you please check?
- This reply was modified 1 year, 3 months ago by vision.
- This reply was modified 1 year, 3 months ago by vision.
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You must be logged in to view attached files.visionCustomerStrange, because how much I test, I always get the same result as the default AR xyz setup.
It looks like the z-coordinate variable is completely ignored (tested on iphone).The result is: the object is being placed on the wall, in the midle focus where the camera was pointed at last. This is maybe also a way to get the object on a specific height on the wall.
Also my object (cube) has origin on the top face edge, however is is sticked to the wall with the middle-point of the rear edge. So also in this situation AR seems to see the object origin in the middle of the cube.
But maybe I am missing something.
visionCustomerThe goal is to detect Z coordinate for the floor and calculate Z position for your object taking into account Z coordinate of the floor.
While scanning the wall, I also point to the floor. But with no result. What is the good way to scan the floor also?
I am trying to get my object to a specific height on the wall and follow the setup above.
But the object seems to stick on the point of wall where I first pointed the camera to.And what point of the object is used as origin for AR to place the object. In blender the origin of my object is in the top-face-edge.
But in AR the object gets place with the middle-back-face in the AR 0,0,0 point. I don’t understand this logic.visionCustomerok, thxs for the response, it is working now!
visionCustomerIs your cube a single object or is it 6 individual planes?
cube is single object
If its a single object are you using one UV map or multiple?
Not using uv although it has 1 uv map, BUT am using texture coordinate object mapping (blender). I need this for my object.
visionCustomeryes, I see that my questions are a little fragmented/confusing.
The full info for my AR-app:
I have a cube which I want to show in 20 colors and 10 textures.
I think it is better for load times if there are only 2 materials (instead of 30), and I make adjustments within those 2 materials.Materials:
The textures setup consists of 3 materials, assigned to respectively: top-bottom, left-right, front-rear of cube.
The color setup is BSDF of which I change the RGB values via puzzles, assigned to all of cube.Changes:
So when loading texture material, next step is to load the specific texture.
And when loading color material, next step is RGB vaules are changed for the specific color.Problems:
But when changing from a texture to a color material I think the assignment information is lost. So in the next change to a texture material there is assignment info for top-bottom, left-right, front-rear face assignment.I have already tested some options, of colors and textures setup, but because of AR/glTF2.0 requirements, the flexibility options (automate via shader, etc) are limited.
visionCustomerAnd in case of the replace material puzzle? When a color is chozen for the object, it needs to replace the previous material that was chosen.
It can not me a static material in the replace texture slot, because it depends on the last material chosen.visionCustomerFor now you can replace any material for multi-material meshes either via JS or with the help of this puzzle
How to setup the puzzle, there is one slot for material to be replaced, how to insert the multi-material (which is 3 materials in my case)? Use list or something?
visionCustomerTexture names remain unchanged after any replacement. No need to use variables in this case.
The variable is used for keeping track of which texture (or material) needs to be replaced.
Since the outcome of the last selected option in menu material is the one that needs to be replaced.Is there a way to use a puzzle to replace a texture (or material) without the name of the texture-to-replace being known/used in the puzzle?
visionCustomerHi kdv, any change you can enable buy with Paypall on your gumroad?
visionCustomerok, thxs
visionCustomerYou could address them via JavaScript if you need that level of control.
Sounds interesting. What sort of code? Something to add in puzzle “run script” perhaps?
PS: I did assign a material per face. No single texture for all.
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