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User posts Evgeny Rodygin
30 September 2016 12:32
Hi and welcome to the forum!

You have immediately pointed us a critical bug which affected lots of Windows users. We've updated builds and now you can redownload 16.09 version which removes the described issue. Thanks!
23 September 2016 11:30
Приветствую!

В наших приложениях мы использовали только одного персонажа. Так что таких примеров пока привести не можем. Но в целом здесь не должно быть каких-то специфических проблем.

Нужно только помнить, что по-умолчанию при вызовe app.enable_camera_controls камера подвяжется к первому найденному персонажу с видом от первого лица, поэтому в случае с несколькими персонажами её не стоит использовать.

Я бы рекомендовал вам посмотреть, как организован самый первый урок по "Сказу о Пятигоре". Сам урок можно найти здесь. API в нём немного устарел, но логика управления персонажем не претерпела изменений.

Здесь персонаж управляется исключительно клавиатурой. Несколько персонажей будут контролироваться теми же самыми функциями из модуля physics
22 September 2016 17:08
Разработчики из консорциума ведущих университетов Италии Cineca проделали отличную работу по реконструкции красивейшего дворца Реджа-ди-Казерта в 3D с помощью Blend4Web.
Здесь вы можете прочитать краткий обзор этого выдающегося проекта:
Ссылка на статью
22 September 2016 17:01
Developers from Cineca Italian Universities Consortium have made a great job reconstructing beautiful Reggia di Caserta palace in 3D with Blend4Web. Here is a short overview of this outstanding project:
Link to the article
16 September 2016 10:58
Blend4Web устанавливает разрешение в родных CSS-пикселях устройства, что является общепринятой практикой во всех WebGL движках. А вообще, шейдеры - не проблема WebGL на Unity. Стабильность (тяжелые сцены просто не грузятся на мобильниках), потребляемая память и процессорная нагрузка сказываются гораздо больше.

Я сейчас специально прогнал сцены на своём телефоне. Ни в одном из вышеописанных тестов не было упора в GPU. Так что снижение разрешения никак не повлияет на FPS на Unity.
15 September 2016 12:46
Reply to post of user donjoe
Hello Evgeny, thanks again.

the ''make compile_apps'' command is not working, even after installing a number of the depedencies you linked to (bash doesn't exist for OSX though). I get the following error:

Williams-MBP:blend4web_sdk_free WilliamKlein$ make compile_apps
Compiling applications
—————————————
Project source directory does not exist
—————————————
———————————————————-
Try ' ./project.py compile –help' for more information.
———————————————————-
make: *** [compile_apps] Error 1
Williams-MBP:blend4web_sdk_free WilliamKlein$


You mentioned there was another way of achieving my goal by changing the speed value inside the shader. I did this in the caustics.glslf file via textedit, but that didn't seem to have any effect when exporting the html.

Any more ideas? I'm thinking I might better just leave this be, lol.
Thanks to you, we have found a bug in SDK CE application compilation script. We'll fix it in the nearest release.

Anyway, there is another option to recompile Web Player. Just go to the Project Manager main page. Find webplayer application and click the compile project button.

Now, you should see new caustics speed in HTML-exported files.
14 September 2016 18:38
Reply to post of user donjoe
Hi there, thanks for your reply!

I changed the line in the scenes.js module in the directory blend4web_sdk_free –> src.
The documentation advises to execute a command in the SDK root, but being a total noob I have no idea what that means exactly. I assume I need to edit another file?

I also tried changing the speed inside the shader: I opened the caustics.glslf in textedit and changed #var CAUST_SPEED vec2(0.0) to #var CAUST_SPEED vec2(1.0), then exported the .html again from blender, but that didn't have any effect.

If you could point to some tutorial or give me some more detailed info that'd be awesome, as I obviously have no idea what I'm doing here

Thanks so much!

As far as you use MAC, you just need to:
1) Open Terminal
2) Navigate to blend4web directory
3) Type: "make compile_b4w"
4) If you want to use html export, you also need to type "make compile_apps"
5) Wait for the compilation process to finish.

It might be required to install some dependencies described here.
14 September 2016 10:14
Reply to post of user donjoe
Hey guys, got another quick question concerning caustics: Is there any way to manipulate the speed at which the effect is occuring? Or alternatively the depth of the effect? that seems to be fixed to approx. 3.7 height units..

I found this while googling the problem: https://github.com/TriumphLLC/Blend4Web/blob/master/shaders/include/caustics.glslf

'#var CAUST_SPEED vec2(0.0)' kind of sounds like what I'm looking for, but there is no such function it seems.

Any ways around this or am I just going to have to live with it?

Cheers guys!
Hi,

Yes, currently caustics speed is a built-in parameter. We have plans on refactoring and improving water effects/material so that they become more convenient to setup.

Anyway, you've pointed a right place in the shader code. You can change the speed just inside the shader, but I would recommend you to do it in the scenes.js module (line 677). After this you will need to recompile the engine if you are not using a debug version. Compilation process is described here. This is a fast operation
13 September 2016 10:07
Hi andras,

I assume, you are not satisfied with the gradient you get in the environment image. This is because of a low precision in color calculations. You can see the same picture in Blender if you turn on the Display->World Background flag. In future, we can implement HDR images for sky colors, which will result in better gradients as well.
09 September 2016 11:14
Hi,

As of caustics. It should work as expected. I've created a very basic scene. Can you check if the effect is present here? Please note, that caustics changes its strength with height (to smooth water border artifacts) and also it is affected by water fog. Maybe, this is the case?