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2021-11-10 at 1:05 pm in reply to: Transparent material cancels AO and other transparent objects #46885jfgbParticipant
Hi, Tanks for your answer.
I have found a solution for the transparency: Principled BSDF with Transmission 1, Alpha 0.6 and the rest of the settings at 0; then a Transparent BSDF and a Mix Shader (Principled on top) with a 0.14 Fac. Finally, the Blend Mode is set to “Alpha Blend”.
AO, though, as it can be seen in the attached image, remains invisible.
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You must be logged in to view attached files.jfgbParticipantThank you for the link: I’ve been looking forward to a tutorial like this!
jfgbParticipantYes, that was ,my original intention, that the user may be able to input coordinates, date, UTC time, orientation, etc. to reposition the sun.
I did try to translate the python sun position add-on to javascript, but soon realised the task was too hard and time consuming for my skills. Besides, as it happens so often, someone had already done it:
https://github.com/mourner/suncalc. It is a JS library that provides Azimuth and Altitude from date, time and coordinates, but I can’t get to convert them to v3d scene coordinates…So, while I am not in production (I’m doing this for a couple of friends and learning, for the moment) I’ll make do with the baked coordinates and positions and give it another go later. Thank you for your interest and time.
jfgbParticipantNo shadow baking: the sun will change position, to show where will it be entering the house at different preset dates and times of day. I wish I had an equivalent of the “Sun Position” add-on for blender…
jfgbParticipantHi,
I finally figured where my problem came from: the quality of the shadows depends on the “Max Distance” parameter of the “Cascaded Shadow Map” of my sun light in Blender: the longer I set this distance, the more jagged shadows look at a close distance. My apologies for blaming it on the v3dFechaHora 3.81 version.
The thing is that I wanted to have shadows visible both at long and close distances, so I found a workaround: on a “when moved active camera -> while moving” event I run a script to measure the distance betweem the camera and the center of the scene and update the “Camera.shadow.maxDistance” accordingly.
I am still not sure that is the best solution or not, but it works for me at no apparent performance cost.
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