Forum

User posts Pavel Kotov
12 October 2015 11:04
F12 also works in both browsers
12 October 2015 10:47
There is one more thing (it will be fixed in the next release) - there's a limit to the amount of vertices in one mesh - maximum number is about 16000 or so.
09 October 2015 18:15
Hello!
Browsers don't support tga format :) So try PNG instead! And if it won't help, attach a file for us to dig into it
09 October 2015 17:01
Thanks, we found a bug

The fog under the World tab starts to render when generated water is active. So turn it ON ant set it up as you like - and it'll work :) It will be fixed, but for npw this is a workaround.

Oh, and add a Wind force field for waves to start moving. :)
09 October 2015 15:41
Yeah, it's better to clean up the model. To do it more easily you can use Boolean modifier

It's called Z-fighting and appears when two polygons are very close to each other and they start "fighting" - trying to be rendered first
09 October 2015 10:56
Hi robstawithlove! :)

Did I understand you correctly - you have some dynamic waves set up (with B4W) and you want to bake it to the texture? Or like vertex animation? Anyway, if I got it right, then nope, because waves are generated in the engine, not in Blender


and everything looks like it is underwate
Now I'm curious Can you show the screenshot please? Or the file - it will be even better :)
08 October 2015 18:10
Hey, I'm working on the proper tutorial (With English subtitles, etc.), but I have this video. It is in Russian and was recorded when we had an old interface, so feel free to ask here or in the comments under the video :) I'm kinda showing all the process, so I hope something will be understandable without words
The main thing starts from 1:30

Some overall things:

- It's better for inputs/outputs to be the same color - like yellow-yellow, for example. Yellow is RGB, and you can break it to three BW channels - R,G and B. Blue are vectors - normal, UV, etc. It's kinda fun to play with their separated RGB channels :)

-Node Output is the "main" node. It's the final destination to all the info. The result will be rendered from the active output node.

-Node Material as a node is just a container for shading. So, if you'll just connect Texture node to Output, material will be shadeless. So you need to "process" all the color through Material node for it to be shaded.

-Every material in node tree can be set up like a normal material, but for B4W it's better to use 1 material at time (except from the normalmaps hack) - it's for performance

-The basic chain is: Geometry(UV out) ->Texture(RGB out)->Material(RGB out)->Output

-Normal maps from texture that are connected to the Material node won't work correctly in Blender viewport. We're discussing with Blender team this thing and it's kinda annoying We have a workaround - Replace special node, it is in my video, too.

Well, yeah, I think that's it. We got also another tutorial about nodes - it's not that detailed, but shows the process and has English subtitles

Hope it helps :)
06 October 2015 16:22
Перед экспортом вручную примените модификаторы (кроме арматуры) и размеры (CTRL+A -> Scale)
01 October 2015 15:11
Hello!

Can you please send the file or the example of it?
28 September 2015 18:40
Just thoughts: looks nice to me!
Pretty fast and optimized, but stylish and laconic at the same time

And about the water - you're welcome