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If you need a fixed position element, that’s easy as well:
– Crate the HTML element on your html document.
– Position it at the center of the canvas ( using CSS, as usual ).
– Use any 3D objects as button. Just like any html/js web document. There is the Events/when clicked puzzle to do that.
– On that puzzle there is a do connector. You can use a HTML/set style puzzle to show (unhide) the html element.
I’m sending you a ZIP file. Just extract it inside verge3D/applications folder.
I added 2 empties: EmptyAnnotation and EmptyHTML in the scene.
Created an HTML element inside the html document (image included).
Then added the puzzles (image included).
Hope this helps.
You should use HTML/bind puzzle to do that.
First, you have to create the element using HTML inside your HTML document. You can use CSS as well to adjust its appearance. Don’t forget to assign an unique ID to that element.
Create another object inside your 3D scene (could be an empty object) then use the HTML/bind puzzle to attach the HTML object to the 3D object.
It’s pretty easy.
I had to separate objects and modify boundaries to get a better result about fading annotations for this project. Now I’m happy with the results.
Have a question: annotation opacity varies from 1 (when visible) to 0.25 (when occluded). I was wondering if it is possible to modify opacity to 0.0 when occluded.
Agreed that it would be a good addition. However, this CSS property would disable mouse clicks as well, making annotations non-expandable.
That’s true. Didn’t think about it as I’m not using mouse events.
Actually I disabled fade annotations as it looks better for this project.
- This reply was modified 8 months, 1 week ago by Sargento.
This is what I’m working on for testing purposes: A Bird’s house https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:33210a9027/applications/sgt_Casa_Pajarera_01/sgt_Casa_Pajarera_01.html
I noticed that mouse wheel (zoom) doesn’t work when hovering an annotation, so I added the next CSS text to the v3d-annotation CSS class:
I think that that CSS rule should be added when inserting the annotation puzzle as well as the current rules.
OK, I see.
I think that would be a great addition.
In other words: I need the same behavior as the full-screen button but with a 3D object included in the scene.
I just noticed the existence of Current Object puzzle.
It’s called Hovered Object and Picked Object.
I’m still using the same structure, but instead of using the string generated I’m using the Hovered Object puzzle.
It works perfectly inside a foreach loop.
Here’s an image of the puzzles used:
I’m really impressed with the new reflections added in 2.13.1 version. Now have reflections on curved surfaces. That’s a great addition.
When a refraction/reflection puzzle is applied, the object with the material selected in the puzzle doesn’t cast shadows anymore.
I’ve placed another object (a little smaller) at the same position with a different material, an Alpha of 0.0 and Alpha Blend as Blend Mode and it does the trick. Now I get the shadows back. This trick works with refraction/reflection and simple refraction puzzles.
Is it possible to keep the shadows when using any of those puzzles?
I just used Simple Refraction puzzle with Refraction BSDF shader and is exactly what I needed. It works like a charm. A tinted flat glass with refraction!! It’s a great addition to Verge3D.
The only issue I found is that materials with Reflection puzzle aren’t rendered through Simple Refraction.
Do you have a demo file or tutorial with Simple Refraction puzzle in action?
Or what are the steps to make it work?
I’ve trying to use it with no success.
UPDATE: Nevermind, I got it
I just needed to use Refraction BSDF material for that.
It works great!!
- This reply was modified 10 months, 3 weeks ago by Sargento.