Forum Replies Created
-
AuthorPosts
-
webCustomer
Okay, thx
webCustomerI just see how to set animated frame by scrolling. Not by dragging like orbit controls.
webCustomerWould it be possible to let the camera rotate/orbit in predefined angles? Or can you remap the orbiting to set animation frames instead of navigating the camera?
webCustomerI dont quite now how this would technically work on the webGL side. But its good when you got prerendered images from highly detailed model and want to project them onto a low poly model.
It would be great for a current project I’m working on:
https://dreidesign.com/dev/I got a prerendered image sequence rendered a predefined camera path. If you could project this image sequence onto a low poly model it would be great.
webCustomerSadly not. My problem is that the geometry is being overlapped by other geometry. I wanted to save myself time with keep that overlay instead of cutting the geometry by hand in 3d.
webCustomerYeah I set the background as transparent. When there is no way to pass pointer events to the 3d canvas and the underlying html element, I need to find another approach.
webCustomerI dont know how I can ignore pointer events for just the v3d background. I can only disable pointer events for the whole v3d container.
webCustomerI think we not talking about the same.
I’ve prepared an example, hope its understandable:
The first url is like it should be. The webGL overlays the imagerotator and the webGL container is set to “pointer-events:none”. Rotating works like it should be:
https://dreidesign.com/dev/But I also would like to have the webGL clickable/hoverable. Therefor I would need to set the pointer-events back to normal. But then I loose the events of the imagerotator. See my second example:
https://dreidesign.com/dev/index02.htmlSo at the moment my approach would be. Disable all kind of camera controls in v3d. And have the v3d background ignore any pointer events so that they are passed to the imagerotator.
webCustomerI did that. So that isn’t a problem. But because the webGL is overlaying the imagerotator container, I can just choose to use mouse events for v3d or the imagerotator not both. And this is the problem I currently have.
When I set the pointer-events for v3d container to “none”, I can have a perfect sync with the “set animation frame” but I loose the possibility to have hover and click events in the v3d.
webCustomerYour mentioned workaround fixes the issue. Thx.
webCustomerCould get it working. You just have to make sure that the render aspect in 3dsMax equals the rendered image aspect. Because verge takes the set aspect into account for webGL.
webCustomerThx for your writeup.
Problem is that “clipping planes” isnt enough for me. I need a more complex clipping. Also I don’t really need a real geometry clipping. It would be sufficent for my use, if I could apply a material to an object which “clips” all the geometry in the scene. So that this geometry would just be treated as it would be a transparent background.
webCustomerThx guys, as far as I know the client was happy :)
This was quite a project. To get the highest quality for as many devices as possible, I’ve implemented a litte benchmark. Which is measuring the performance during the intro animation. And then setting predefined quality settings based on the measured fps.
webCustomerHmm just wanted to prepare the file for you, but now its working?! Strange thing was that this error happend when the exporting was already done.
webCustomerWhat exactly do you mean with render with verge3d?
I’m trying a hybrid version of pre-rendered images and overlaying webgl content. Because a pure webgl version is to overkill. We got threes, humans, cars, grass, approx. 30-40mio polys so no way to show that in webgl.
-
AuthorPosts