User posts Rollo-s_Son
16 December 2014 08:55
(Version 34, that is.)
As you can see via the link, if you are viewing in Firefox, there are some pale artifacts where the edges of the orange letters meet the background. Note that the purple letters have very little or none of this. I don't see this in other browsers I've tried, so I wonder if this is an issue with Firefox (maybe poor or disabled anti-aliasing). Is there anything I can do to eliminate or alleviate this?
http://realwaxy.info/testbed/artifact_issue.html
(My often-mentioned colleague prefers Firefox's development tools, so it really bugs her that it looks this way. )
As you can see via the link, if you are viewing in Firefox, there are some pale artifacts where the edges of the orange letters meet the background. Note that the purple letters have very little or none of this. I don't see this in other browsers I've tried, so I wonder if this is an issue with Firefox (maybe poor or disabled anti-aliasing). Is there anything I can do to eliminate or alleviate this?
http://realwaxy.info/testbed/artifact_issue.html
(My often-mentioned colleague prefers Firefox's development tools, so it really bugs her that it looks this way. )
12 December 2014 06:28
Ответ на сообщение пользователя Evgeny Rodygin
JavaScript actually. A bit different thing.
Sorry, my brain was tired
Continuing with my education - where and what are the boolean switches for antialiasing referred to in the B4W documentation? Are they set from within Blender or with Javascript? What value would I be entering/coding for? Thanks.
11 December 2014 04:14
Here I am again with my Java cluelessness, though at least now I know enough to ask better questions.
I already know about the anti-aliasing enable switch in the B4W addon, but is the "full" engine written in such a way that I can set the quality there? My somewhat more savvy friend/colleague tried doing so but had no luck with it. Also, how do I set the resolution and dimensions of my output? Is that also controlled by the engine, set at the time of export, or some combination of both?
Thank you for both your help and endless patience.
I already know about the anti-aliasing enable switch in the B4W addon, but is the "full" engine written in such a way that I can set the quality there? My somewhat more savvy friend/colleague tried doing so but had no luck with it. Also, how do I set the resolution and dimensions of my output? Is that also controlled by the engine, set at the time of export, or some combination of both?
Thank you for both your help and endless patience.
10 December 2014 03:59
Well, that was easier than I expected. For what I was doing - a simple cyclic rotation animation - I didn't need to do any recoding, or even use the app.js file! Even the transparency was there by default - that made me want to do a "happy dance"! It was just a matter of uploading the "minified engine" along with an html file pointing to it and my accompanying .json content.
It'll be nice to learn how to code, but for now I'm all smiles
It'll be nice to learn how to code, but for now I'm all smiles
09 December 2014 22:52
09 December 2014 22:52
08 December 2014 02:45
My lack of coding knowledge and 'newbieness' shows again!
Is the exported Blend4Web .json file set in such a way as to make it dependent on the B4W web player or Javascript in general? If I read right, the tutorials using transparency do so by changing a setting in the player.
Also, if I wanted to give a transparent background to a B4W-generated .json file, where would I place the code given at Lighting, Shadows and Background:
You can use any HTML content behind the canvas element, to which the rendering is performed, as a background. To do this, activate the WebGL context transparency (the alpha parameter). For correct results, it’s recommended to set absolutely transparent black background color. Such the configuration is used by default in the scene viewer of Blend4Web SDK.
var m_cfg = b4w.require("config");
var m_main = b4w.require("main");
m_cfg.set("background_color", new Float32Array([0.0, 0.0, 0.0, 0.0]));
m_cfg.set("alpha", true);
m_main.init(…);
I was experimenting with putting the code in to the viewer for testing, but all I accomplished was to freeze the viewer.
Thank you!
Is the exported Blend4Web .json file set in such a way as to make it dependent on the B4W web player or Javascript in general? If I read right, the tutorials using transparency do so by changing a setting in the player.
Also, if I wanted to give a transparent background to a B4W-generated .json file, where would I place the code given at Lighting, Shadows and Background:
You can use any HTML content behind the canvas element, to which the rendering is performed, as a background. To do this, activate the WebGL context transparency (the alpha parameter). For correct results, it’s recommended to set absolutely transparent black background color. Such the configuration is used by default in the scene viewer of Blend4Web SDK.
var m_cfg = b4w.require("config");
var m_main = b4w.require("main");
m_cfg.set("background_color", new Float32Array([0.0, 0.0, 0.0, 0.0]));
m_cfg.set("alpha", true);
m_main.init(…);
I was experimenting with putting the code in to the viewer for testing, but all I accomplished was to freeze the viewer.
Thank you!
06 December 2014 02:42
05 December 2014 16:06
Another way to imagine this would be a set of increasingly large soap bubbles, each inside the next. All of the bubbles expand at the same rate, with the outer bubble disappearing at a set size as a new one forms at the center, over and over in a loop. I want to simulate this pattern with material applied to a single mesh, or something of that sort.
05 December 2014 16:00
I've borrowed the blinking lightbulbs from the chasing lights example, adding some transparency, to improvise a quick approximation of what I want. I just tthrew this together, so the timing and the look of the objects is not exactly what I would have for the finished product, but it does help show what I have in mind.
Notice that the bulbs flash from inside outward, and they look "full" rather than flat, no matter which way you rotate them.
I would like, if possible, to create this kind of effect with a "volume" material or particle system instead of stacked spheres, so as to save on file size and allow the same appearance to show from all angles. If I cannot do this, the next best thing would be (as I've written in a thread elsewhere) to link the mat-animated objects to the camera so that the 2D faces will always be oriented towards the viewer, preventing them from being seen edgewise.
http://realwaxy.info/EMFDevices/nestedlamps.html
Notice that the bulbs flash from inside outward, and they look "full" rather than flat, no matter which way you rotate them.
I would like, if possible, to create this kind of effect with a "volume" material or particle system instead of stacked spheres, so as to save on file size and allow the same appearance to show from all angles. If I cannot do this, the next best thing would be (as I've written in a thread elsewhere) to link the mat-animated objects to the camera so that the 2D faces will always be oriented towards the viewer, preventing them from being seen edgewise.
http://realwaxy.info/EMFDevices/nestedlamps.html