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Flexible Texture Width

Home Forums Puzzles Flexible Texture Width

Viewing 15 posts - 1 through 15 (of 19 total)
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  • #19952
    hoody
    Participant

    Hey Guys.

    Im searching for a way to let the user change the width/size (and maybe position) of a texture (uploaded image by user).

    Is there a puzzle for something like this?

    #19963

    you can find a web-based image editor component, and supply its output to the replace texture puzzle in Data URI format.

    Chief 3D Verger | LinkedIn | Twitter

    #19964
    hoody
    Participant

    Can you imagine a way to move the texture around in realtime so that its visible on the model?

    #19965

    Can you imagine a way to move the texture around in realtime so that its visible on the model?

    You can use some Value nodes that are modifying the UV coordinates in the shader with the set value puzzle.

    Chief 3D Verger | LinkedIn | Twitter

    #20056
    hoody
    Participant

    Hey Yuri, thanks for the answer. I havent used value nodes before, so im a little bit clueless.

    Heres my current setup for the texture (Using mapping node). I cant see a way to connect it with the value node in a logical way.

    Any tips on how to proceed?

    Thanks

    #20058
    jem
    Customer

    @hoody, if it were only that simple…
    The mapping node in the Blender shader does not accept arguments for location, rotation, or scale. You must transform the vector from the UV map node before it is sent into the mapping nodes. You can use some math nodes to shift and scale the vector. Math nodes will accept input from values nodes. The basic process is:
    1. Separate the vector into XYZ components
    2. Transform the XYZ components
    3. Combine the XYZ components into a vector
    4. Pipe vector into the mapping node.

    I didn’t have an example on hand with your requirements on hand, but I did build a scene where I had to rotate a texture. Here is the node set up for that. Scaling and shifting would be easier. Your requirements wouldn’t require any trigonometry. Maybe someone else on the board has a better node setup for you.

    Jeremy Wernick

    #20062

    @jem Thanks for that helpful example of the matrix-based UV transform! :good:

    It looks that with Blender 2.81 we’ll have the upgraded the Mapping node with input sockets for performing shifting, rotating and scaling individually.

    Chief 3D Verger | LinkedIn | Twitter

    #20074
    hoody
    Participant

    Hey Jem thanks for the help!
    I’ll dive into your Setup.


    @yuri
    sounds great. Can the new mapping node actually be tested at the moment?

    #20079

    Can the new mapping node actually be tested at the moment?

    you can try Blender 2.81 but it is in alpha, so we recommend to wait until it is released

    Chief 3D Verger | LinkedIn | Twitter

    #20081

    Can the new mapping node actually be tested at the moment?

    you can try Blender 2.81 but it is in alpha, so we recommend to wait until it is released

    Blender 2.81 is now in “beta” version, with the simultaneous release of 2.82 alpha version :)

    #20085

    Blender 2.81 is now in “beta” version, with the simultaneous release of 2.82 alpha version

    Indeed :)

    Chief 3D Verger | LinkedIn | Twitter

    #20087
    hoody
    Participant

    Hey guys. I tried Blender 2.81 and it seems to work with the new mapping node.

    Now i´v got a new problem

    I created a new app for testing with 2.81 – but when im in the app manager and click on open the standard blend file from verge (in order to replace its content) is always in version 2.80 – so the new mapping node is marked as undefined.

    How can I open the blendfile of a newly created app in blender 2.81?

    #20088
    jem
    Customer

    @hoody, It seems like Blender 2.81 is not the default application associated with .blend files on your system. As 2.81 is beta software, you might not want to make it the default file handler but that is up to you. The easiest solution is to open 2.81 and then open the file from there (rather than opening it from the Verge3D application manager).

    Jeremy Wernick

    #20091
    hoody
    Participant

    @Jem. Ok thanks, i got that now.

    But there is still some strange stuff going on.

    The same scene, that looks good with Blender 2.80 and Verge – is totaly messed up in Verge when exported/saved with 2.81 – > I know that its still in beta but maybe theres some usefull information for the developers.

    Heres what happens:

    – in the Blender (2.81) viewport everything looks great.
    – But the Sneak Peak in 2.81 looks like Screenshot Nr.1
    – After applying a solidify modifier ( which i had not to do in 2.80) – the models look better, but the colors look all like silver -> Screenshot Nr. 2

    I dit not change anything on my blendfile except of the new mapping node (but thats not causing the problem; i tried to delete it but the problem still persists.

    Maybe someone knows whats happening.

    #20110
    hoody
    Participant

    Ok i managed to achieve the old look by doing this:

    Solidify Modifier with thickness: 0.001
    Setting the Specular value from pricipaled Bsdf to 0.025 (Does not look good in Blender, but in Verge)

    these are Things, that worked out of the box with 2.80.

    So far so good. If use the value nodes in blender they work correctly as expected
    and move the texture along x axis and y axis, just how i want it.

    Now in Puzzle Editor i use the change value puzzle , but nomatter what value i enter , the texture is jumping always to the same place, no matter how big/small , positive / negative the value is.

    I attached my nodesetup – maybe im missing something, but as i said in Blender it works as you would expect it.

    thanks

Viewing 15 posts - 1 through 15 (of 19 total)
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