Making prerendered short animations?
03 June 2015 16:22
03 June 2015 16:57
Hello, and welcome to the forum!
But could you please tell why is there such a task? Aren't Blender Internal or Cycles better choices for these needs?
Can b4w be used for making animation and render then into images later?Blend4Web is a real-time render engine. So we didn't aimed at animated images creation. Thus, we don't have any API related to this task. Anyway, you can always create GIF-animations or record a set of PNG images with some third-party software.
But could you please tell why is there such a task? Aren't Blender Internal or Cycles better choices for these needs?
Does b4w supports cell-shading?Currently we don't have some special tools for cartoonish rendering. In Blender this effect can be achieved with Toon Diffuse and Toon Specular shading. We have supported only specular toon for now, but in the nearest releases Toon diffuse will also be supported.
03 June 2015 18:14
03 June 2015 18:44
Ответ на сообщение пользователя Akira_sanI see. Actually, this is a pretty nice idea. We'll think if it is possible to implement such functionality in Blend4Web natively.
The idea is to use a real-time render, etc to use the tech from the game engines in order to save the render times. The WebGL, blend4web have got quite a lot of nice and cool features, that if used together can make a nice machinima.
By the way, our artists are already using something that you have described in tutorials. For example, the first image in this article was created in similar manner. They use NLA or simple animation to bring some life to the scene and then run some screen-recorder to transform it all to GIF-animation.
04 June 2015 16:36
04 June 2015 16:42
Ответ на сообщение пользователя Akira_sanPolygons count is not the main limiting factor nowadays. What really matters is the number of draw calls which is defined by how many dynamic objects are present on the scene or how many different materials are used. You can check this info by opening your scene in the debugging Viewer Application. Just start the development server, export your scene to some place inside SDK and turn on Run in Viewer flag.
Sounds great. One more question, is there a limit when it comes to number of polygons on screen?