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johngrigni

Forum Replies Created

Viewing 15 posts - 136 through 150 (of 154 total)
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  • in reply to: No shadows in the scene on mac os #3372
    johngrigni
    Customer

    Thank you for your efforts. It’s just frustrating.

    in reply to: No shadows in the scene on mac os #3369
    johngrigni
    Customer

    Also tried it in Chrome on iMac, didn’t work

    in reply to: No shadows in the scene on mac os #3368
    johngrigni
    Customer

    I just tested it on my MacBook Pro and it works with the shadows. I’m very confused.

    My main computer is an iMac Pro 5K 2017, 4.2GHz i7, with Radeon Pro 580 8GB graphics card, and it doesn’t work.

    The MBP is late 2013 2.4GHz i5 with Intel graphics card and it works fine.

    in reply to: 'When clicked' not working #3367
    johngrigni
    Customer

    If it helps, it doesn’t work in Chrome either, or on my MacBook Pro

    in reply to: 'When clicked' not working #3366
    johngrigni
    Customer

    No, it was made in 2.2.0. The weird thing is that it worked before, then stopped working. I’ve restarted the file, the app manager, Blender, and the computer trying to get it to work consistently and failed.
    I’m on Mac with Safari, if that matters.

    in reply to: 'When clicked' not working #3363
    johngrigni
    Customer

    It was made in v2.2.0, there is no update button, and in the process of testing I exported the gltf file many times.

    in reply to: 'When clicked' not working #3360
    johngrigni
    Customer

    Here is the file in question

    in reply to: No shadows in the scene on mac os #3355
    johngrigni
    Customer

    Here are three zips, one is using a simple material on the floor, and in “Sneak Peak” you can see both shadows. The one in ‘ATI3onetexture.zip’ has one texture, and on my Mac there is only one shadow (it shows both in Blender, if that helps). The one in ‘ATI3twotexture.zip’ has no shadows visible on the floor.

    in reply to: No shadows in the scene on mac os #3342
    johngrigni
    Customer

    I’m running into a similar problem, though specifically, when I have a texture on a floor material, the shadows don’t render. I started with a scene with two lamps, some objects, and a floor, with two spotlights. I get two shadows. If I add a texture to the floor material, I only get one shadow, and it isn’t in the right location. If I put two textures (diffuse and normal in this instance), I get no shadows. I know there are limits to textures on a surface and shadow maps count toward that total, but I thought it was higher than two. If it helps, I’m also on a Mac.

    in reply to: Replacing textures rather than materials #3321
    johngrigni
    Customer

    I have a theory, looking at your UV map and mine – mine extends past the edges of the ‘live area’ – which is not a problem in Blender since it just wraps around. Just a guess, and thank you very much! That was driving me nuts!

    in reply to: Replacing textures rather than materials #3312
    johngrigni
    Customer

    And I’d like to say thank you for this help. I’m trying to get a client interested, and this is a requirement of the project.

    in reply to: Replacing textures rather than materials #3309
    johngrigni
    Customer

    Here is a zip of the folder from the application folder

    in reply to: Replacing textures rather than materials #3287
    johngrigni
    Customer

    Yes, the starting cube is UV unwrapped, and both textures in the material are assigned UV. The cube comes through fine when you launch it, but when you click an icon to load a texture (either diffuse or normal), it’s like the material just forgets the UV mapping for both.

    in reply to: Replacing textures rather than materials #3273
    johngrigni
    Customer

    OK, so I got them to load, from the icons, but the UV problem is still there.

    in reply to: Replacing textures rather than materials #3272
    johngrigni
    Customer

    Also, when I send a changeTexture() call from runCode() with different URL values, it loads the correct textures but doesn’t apply UVs to them. Is there something for specifying the UV to load the textures in the material (in the Blender file the mesh just has the one default named ‘UVMap’)?

Viewing 15 posts - 136 through 150 (of 154 total)