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shawk5

Forum Replies Created

Viewing 4 posts - 16 through 19 (of 19 total)
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  • in reply to: Materials in Verge don’t match EEVEE #30884
    shawk5
    Customer

    Here is the Blend file, the lower emission in Material White is what I want in eevee, the upper emission in material white gives me closer to what I want in verge (but not quite).
    I would like a material with defined edges so you can see clearly in between objects that are close and touching.
    The original matcaps used in Blender would be great, so if there is a way to exactly reproduce those it would be appreciated.

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    in reply to: Material Shows up Black #30283
    shawk5
    Customer

    Good to know, thanks.

    in reply to: Material Shows up Black #30216
    shawk5
    Customer

    I figured out my problem, I had force to be glTF compatible checked, that turned off a bunch of features.
    That is good to know about the fact that I can only have six to seven textures per object, I’ll play around with it to see what I can get working.

    EDIT:
    I know we are way off the question topic now, but just wondering, I have 15 different textures loaded up to one object and it seems to be working fine. Even after I uploaded it. Why would that be?

    in reply to: Material Shows up Black #30161
    shawk5
    Customer

    Thanks for getting back, the browser console doesn’t say anything of note, or anything at all. I have been playing around and the object shows up now, but has no texture or color.

    My goal is to be able to highlight certain parts of a bone by clicking buttons in the parent html. I created multiple image textures to do texture painting and would like to be able to switch between them.

    EDIT:
    So what I am finding out is that you cannot manipulate the texture ie pass them through a mix node ect. before you plug them straight into a shader node, is there a way around this, or am I missing something.

    Result in Blender (see above)
    Result in Verge

Viewing 4 posts - 16 through 19 (of 19 total)