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Сообщения, созданные пользователем Михаил Лузянин
28 марта 2016 10:58
News from Blender Nation. Here's a quick intro to the Material Nodes for OpenGL and the Blender game engine. Link.
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28 марта 2016 10:36
Hi, look here. Today news.
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28 марта 2016 10:32

Vsem Privet Blendermany ) vopros takoi kak samomu sozdat snulya CUBEMAP ?
You can read about it here https://www.blend4web.com/en/forums/topic/1718/
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25 марта 2016 11:20

I notice in Safari only the .mp3 files played and in Chrome both types play fine…at least on a Mac.
Yes, it's a limitation of browsers, some of them play only mp3.

Some people's machines load fine…although movement can be slow to extremely slow. Other's only hear the background audio file with a black screen, and others will see a partial loading of the objects and the camera seems to be located in an unusual spot.
I've checked your scene and found some things that can cause the problems:

1)there's too much light sources, most of them (95%) can be just baked to lightmap or several maps - it can cause problems without error because some of devices can't render so much light sources and just drop down the scene without any warnings.
2)You have two physics setup on your camera - directly on camera and a capsule with physics parented to it - they can cause a conflict between them so you can see lags on old devices that can't compute so much collisions. You need to leave only one.

We'll test you scene some time so maybe we can find another problems.
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24 марта 2016 18:43
Вот небольшое видео по использванию текстур из Substant Painter в Blender https://www.youtube.com/watch?v=YNZbMUBhhmQ
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24 марта 2016 15:03

Проще выкинуть тогда её… и так в инвентаре места мало… Спасибо!
На втором уровне есть нетральный голем торговец, ему можно сливать шмот по нормальной цене, двустволку где-то по 150 кристалов берет.
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24 марта 2016 14:05

Кирилл, очень странный глюк. Соединяю просто выход вертекс колора на выход (минуя шейдер материала).
Это проблемы с цветокоррекцией на разных устройствах при использовании именно вертексных цветов. Везде чуточку отличаются.
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24 марта 2016 14:03

Today I learned: Always check the console before asking if it's a bug.
Yes, it's very helpful in 90% of all problems.
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24 марта 2016 12:38

Я двухстволку нашел, а где патроны? или на следующем уровне ?
Патроны лежат в ящике в секретной комнате в зале с кибердраконом в Сказ о Пятигоре 2. Выход запланирвоан на 2024 год.
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24 марта 2016 11:35

- Why is the normal map labeled "stone_norm"? Is it a reused texture originally designed for stone, or is there a connection between the stone in the scene and how the grass looks?
This normal map was created for stone material but here it's used in a common way to create sharpness on the ground.

- It appears that the Linear Light, Soft Light, & Overlay nodes are being given color variance by the the "ground_1" texture. I would like to better understand how this works (the reason those particular Math nodes were chosen).
These math nodes create a bit different effects when they are mixing textures compared to a simple Mix node. These are standard blender render nodes, so you can read about them in the blender documentation or play with them a little - it can help much more to understand what they do than any explanations.

- I would like to know what is happening in the nodes used for specular effects, and why a Squeeze Value node is used. (This is done both in the "ground" and "grass" materials.)
Squeeze Value node just compresses the gradient of the texture so specular looks more contrast. You can also use for this effect Color Ramp node or our much more optimised Smooth Step node.

- What does "NOD" mean? (From the names "ground_nod" and "grass_nod")
It's just to separate material settings and node tree for more convenient setup.
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