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2024-10-24 at 4:11 pm in reply to: Multiple Cameras / Split View / Picture in Picture – Quick Tip Tutorial #78092qianggeParticipant
Hi @Dvaid
Assign the frame buffer texture rendered by the action camera to a custom shaderMaterial, and then apply this material to the plane used for the UI object. The principle is like this.
Since this is already a commercial plugin, I’m unable to share the specific code. However, I plan to release some useful plugins in the future. hope someone like it2024-10-24 at 3:42 pm in reply to: Multiple Cameras / Split View / Picture in Picture – Quick Tip Tutorial #78087qianggeParticipantGood job
I’m learning from everyone here! I once tried to create a picture-in-picture effect, inspired by the Mars Rover project, to make a camera monitor effectqianggeParticipantI used to write a Gaussian loading plugin based on 3D Gaussian scattering, but the code was too long and the loading was slow. Later, I rewrote the plugin according to antimatter15 version, and the speed was good. I will send the demo case link later
- This reply was modified 2 months ago by qiangge.
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You must be logged in to view attached files.qianggeParticipantHi Yuri,
copy and paste between projects is such a life-saver… thank you for this featureWhen copying a block that includes
procedure_blocks
, it becomes inconvenient. I really hope thatprocedure_blocks
can also allow connection to the previous block and allow connection to the next block.In other words, by setting
setPreviousStatement(true)
andsetNextStatement(true)
for procedure blocks, the efficiency of block layout, copying, and pasting would be greatly improved. Everyone agrees, right?qianggeParticipantclass Newnnotation extends v3d.AnnotationControl {…}
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You must be logged in to view attached files.qianggeParticipantHi kees
I tried to improve the functionality based on your case, but there was too much content. I first sent a semi-finished product for further improvement. The page buttons have a puzzle process diagram for easy viewing.qianggeParticipantqianggeParticipantYes, kdv, there should be an error in the routing calculation logic
This bug is quite serious. As long as using outlining, all added Helpers objects will be automatically outlined, including object camera lights and other HelpersqianggeParticipantqianggeParticipantWhen can we launch the functions and Demo of webGPU
qianggeParticipantMobile game engines usually have a method of drawing touch trajectories, which is similar to desktop mice. We haven’t found a similar case with Threejs yet. It should be achieved by recording touch trajectories and then drawing them on the screen using Canvs
qianggeParticipantfor KDV,Thank you for your splendid contribution!
qianggeParticipanthadBugDemo
Posts lost, resend the demo.- This reply was modified 11 months, 3 weeks ago by qiangge.
qianggeParticipantYes, your Blender export is correct. I had suspected an issue with the matrix transformation in the update function of OrbitControls. if (i.targetObj.updateWorldMatrix(!0, !1).
I hope someone can verify whether this is indeed a bug that exists only in the Max version.
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