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Using Texture, Shadows and Strings #9
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I've not tested these things recently. For the texture I suspect there will be some crossdomain issue. It was working with a local image on a plane some time ago but I will see if i can make an example. |
Hi, I'm running on mown server, so xdomain shouldn't be a problmem for me right now. I'm just not sure how insert the filename inro the node, |
I wanted to create examples for texture/string and shadow but you are right, these things are broken. I will try to add tests and then fix them to prevent this from happening again. |
Ok. I'm glad it's not just me. I very interested in helping as well. I'll do a checkout on the repo and see if I can spot anything or fill in any gaps and/or add anything. I've shown it to some of my colleagues who are some of the best 3D animators in the world who I used to work with. They are really impressed and excited about it as well. I'm really looking to try to create a city generator with it and another project. So I'm willing to contribute. I was also looking for ramps/gradients. Maybe you do this with a canvas rendered texture based on uv or something. And, boolean operations. There is a library called CSG that does booleans. http://learningthreejs.com/data/constructive-solid-geometry-with-csg-js/ and also physics this... Another awesome feature I used to have/like was live on-demand (toggleable) thumbnails at each relevant node. Cheers, -----Original Message----- I wanted to create examples for texture/string and shadow but you are right, these things are broken. I will try to add tests and then fix them to prevent this from happening again. Reply to this email directly or view it on GitHub: |
great links :) Let me know when you start creating the city generator, I've always been interested in this. Here are two interesting documents on this subject: Now on the reported issues, I think the string issue should be easy to fix. With some luck it's just that the string node doesn't create the sidebar input when selected. The shadow issue may be more difficult since I had to modify three.js to make it work. I suspect I didn't made all necessary changes when I updated to three.js r46. |
I see. So you have to run a modded version of Three.js? Bummer. Are there many changes? I have had to do a lot of fixing to make some really good examples work. The good thing is that I learned some really great stuff along the way. I'm including the file I just started (very very rough) of the city generator. So you get an idea of what I'm experimenting with. Would be much better with textures and shadow. I think I need a faster computer to dev with this. I am also interested in repurposing the nodes for a completely different use.
-----Original Message----- great links :) Let me know when you start creating the city generator, I've always been interested in this. Here are two interesting documents on this subject: Now on the reported issues, I think the string issue should be easy to fix. With some luck it's just that the string node doesn't create the sidebar input when selected. The shadow issue may be more difficult since I had to modify three.js to make it work. I suspect I didn't made all necessary changes when I updated to three.js r46. Reply to this email directly or view it on GitHub: |
The modifications are related to this issue: mrdoob/three.js#598 It had some conflicts when merging with the new version. Something certainly went wrong and I believe there may be some little piece of modification missing. edit: in fact this is working I think. I guess that the problem is that the material node should rebuild the shader when there is a change on different options about cast/receive shadow. |
Nice. Can't wait to try out the textures. -----Original Message----- I've fixed the string in this commit: a68d39b This will be pushed to the gh-pages branch later, hopefully I will be able to fix the shadows in the next hour. Reply to this email directly or view it on GitHub: |
Awesome. Everything is working with the exception of shadows. I even started creating some of my own custom nodes
On Dec 20, 2011, at 11:02, [email protected] wrote:
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Cool :) Just keep in mind that it's still really experimental. I try on each update to not break things, the json save and load format is one of the most problematic thing. I will try to keep a backward compatible format but it's not 100% sure that it will be possible. |
If you break the format, we may still be able to convert old to new.
On Dec 21, 2011, at 7:14, [email protected] wrote:
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Hey, I see you've added fog and the timeline shelf. Can you add any keyframes or channels yet? Can't wait to see that. We'll need to add expressions if possible Anything else? You can see a few of the things, I've built here. Open the attached files with this version to see the textures. I added a ticket on GitHub with all my carefully studied feature requests on it. Thanks, -----Original Message----- Cool :) Just keep in mind that it's still really experimental. I try on each update to not break things, the json save and load format is one of the most problematic thing. I will try to keep a backward compatible format but it's not 100% sure that it will be possible. Reply to this email directly or view it on GitHub: |
Also, Renaming is cool (Although, I still think cursor should be the hand or pointer still since you drag with the title. It's a little harder to tell how to do that and dragging with "I" bar is a little wonky. Also, I just noticed that the nodes don't keep their state after reload with respect to windowshade/hide/show.
-----Original Message----- Cool :) Just keep in mind that it's still really experimental. I try on each update to not break things, the json save and load format is one of the most problematic thing. I will try to keep a backward compatible format but it's not 100% sure that it will be possible. Reply to this email directly or view it on GitHub: |
I'm missing the attached files. I would love to see what you did : ) You can add keyframes to any number fields. Right now "number" and "vector3" fields at least. |
That's really awesome, glad to have asked for the files :) |
Thanks. The installation setup is only required to develop the project. It automatically compiles coffeescript files to javascript, sass files to css and so on. I should make that clearer. I've never imagined that threenodes.js could be used for games but why not. The project sounds really interesting, tell me when you have more information. |
Cool, that sounds really interesting. Since I'm doing threenodes.js on my freetime you can include me in the 'package'. I'm not sure about what the package really means, but a game project sounds really motivating. |
Are these not implemented yet? Can't figure out how to get a texture linked. Screenshot please. Also a shadow demo would be nice.
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