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kimholder

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 18 total)
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  • in reply to: Remove annotation puzzle piece #3054
    kimholder
    Customer

    Thanks, Yuri. It now works perfectly. :)

    in reply to: Cubemap not visible in player #3027
    kimholder
    Customer

    I am used to things in Blender not working if objects aren’t scaled to 1. I suppose the best practice is to make sure the camera is set to 1 during export, but i considered it a mistake on my part. I didn’t know about that camera setting, that is helpful, thanks.

    kimholder
    Customer

    Thanks, Yuri. I did manage to find it eventually. It was a cubemap file that had been assigned wrong but was sort of working. I deleted that file because it had been replaced, and it took me a while to realize there was a spot where it hadn’t been updated. The player was looking for it and it wasn’t there. A lesson in being methodical about checking node links and references.

    in reply to: Cubemap not visible in player #2971
    kimholder
    Customer

    I figured this one out. When i scaled everything, i scaled the camera too. A camera that doesn’t have a scale of 1 sees the light weirdly.

    Returning all the camera’s dimensions to 1 fixed the issue. I now have a giant camera, compared to other things in the scene, which makes it a little awkward to position. But, it can be moved around in the player quickly, which is what i wanted.

    in reply to: Making two animations run with one click #2964
    kimholder
    Customer

    I think i’m starting to understand how i can do this by adapting the E-learning example. I’ll keep working on it.

    Or, i could redo the animations so there is no need to have them reverse, and then the problem should go away.

    • This reply was modified 3 years, 8 months ago by kimholder.
    kimholder
    Customer

    It has something to do with the materials, as when i delete them it goes away. But i still can’t figure out what. I think i’ll have to redo those materials from scratch.

    kimholder
    Customer

    But it’s happening locally too.

    in reply to: I messed up my network directory #2953
    kimholder
    Customer

    Yeah, i figured that out after a night’s sleep. :)

    in reply to: Mirror for Material Pack (and about the glass…) #2895
    kimholder
    Customer

    Thanks Mikhail, that is good to know.

    The reflection colors aren’t important right now, but i will be happy when i can fix that, and it is a bit beyond me how to do that with nodes (and i don’t want to get into it for the moment).

    I’ll go update my material pack now.

    in reply to: Simple reflective material #2707
    kimholder
    Customer

    Okay, i got the material pack, and got the chrome material working. However, i will need guidance on how to bake cubemaps still. I can only get it to work with the one included with the package.

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    in reply to: Simple reflective material #2705
    kimholder
    Customer

    Well, then i look forward to your tutorial about making cubemaps. :)

    I am used to using hdri as environment maps. I don’t know how to set up the image for this system. I converted one to png and put it in the application folder for this, but it isn’t working. It is equirectangular. The included cubemap works when i try it instead.

    Also, i tried using just the extended material node and putting Mirror at its maximum value, but it doesn’t work either. Are other nodes needed?

    but for now you can bake two cubemaps from the point of each oject to make a fake realtime refrlection

    To use cubemap_reflect instead, i’d need to bake a normal map, right? Is that what you mean? I tried looking at tutorial videos on YouTube yesterday, but they all seem different than what i’m trying to do. This isn’t a high-poly/low-poly thing. Do you know of one that explains this?

    in reply to: Simple reflective material #2696
    kimholder
    Customer

    Ah, i haven’t set up the environment yet. This shape should reflect things that are in the scene itself. So, the reflective materials don’t work that way in this?

    I attached an image so you see what i mean. I know very little about the limitations of WebGL, perhaps this is something i just need to live with. The areas that are green and light blue right now should be mirrors.

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    in reply to: Simple reflective material #2694
    kimholder
    Customer

    Yes, i am thinking about buying the material pack. This is just a mirror surface though, it isn’t flat, but it is just a mirror. It doesn’t need that subtle texture. I wanted to check there wasn’t a much simpler way to do that.

    in reply to: How to handle artifacts #2680
    kimholder
    Customer

    Alright, the issues are all fixed. I renamed the meshes for objects that had problems until they displayed properly. The camera still wouldn’t display where i put it, but deleting it and making a new one fixed that.

    in reply to: How to handle artifacts #2673
    kimholder
    Customer

    Hi Mikhail. Thanks for your help, i’ll try that now. This doesn’t feel like a late reply at all, your company is rolling out this product and there is a lot to do. And fortunately, i have time. Cheers.

Viewing 15 posts - 1 through 15 (of 18 total)