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Using Texture, Shadows and Strings #9

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ChanceTheMaker opened this issue Dec 19, 2011 · 18 comments
Open

Using Texture, Shadows and Strings #9

ChanceTheMaker opened this issue Dec 19, 2011 · 18 comments

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@ChanceTheMaker
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Are these not implemented yet? Can't figure out how to get a texture linked. Screenshot please. Also a shadow demo would be nice.

@idflood
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idflood commented Dec 19, 2011

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.

@ChanceTheMaker
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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,

@idflood
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idflood commented Dec 20, 2011

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.

@ChanceTheMaker
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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...
http://jeromeetienne.github.com/microphysics.js/playground/

Another awesome feature I used to have/like was live on-demand (toggleable) thumbnails at each relevant node.

Cheers,
Chance

-----Original Message-----
From: idflood [mailto:[email protected]]
Sent: Monday, December 19, 2011 10:42 PM
To: aobjects
Subject: Re: [ThreeNodes.js] Using Texture, Shadows and Strings (#9)

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.


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#9 (comment)

@idflood
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idflood commented Dec 20, 2011

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:
http://www.vision.ee.ethz.ch/~pmueller/documents/procedural_modeling_of_cities__siggraph2001.pdf
http://www.vision.ee.ethz.ch/~pmueller/documents/mueller.procedural_modeling_of_buildings.SG2006.web-version.pdf

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.

@ChanceTheMaker
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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.

  • Chance

-----Original Message-----
From: idflood [mailto:[email protected]]
Sent: Tuesday, December 20, 2011 1:09 AM
To: aobjects
Subject: Re: [ThreeNodes.js] Using Texture, Shadows and Strings (#9)

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:
http://www.vision.ee.ethz.ch/~pmueller/documents/procedural_modeling_of_cities__siggraph2001.pdf
http://www.vision.ee.ethz.ch/~pmueller/documents/mueller.procedural_modeling_of_buildings.SG2006.web-version.pdf

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.


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#9 (comment)

@idflood
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idflood commented Dec 20, 2011

The modifications are related to this issue: mrdoob/three.js#598
This is the basic modification from the previous verions (pre r46): mrdoob/three.js@1ab47a5

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.

@idflood
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idflood commented Dec 20, 2011

I've fixed the string in this commit: a68d39b
Also added the missing map attribute in lambert and phong: a68d39b
There is also a new example: 82fbd52

This will be pushed to the gh-pages branch later, hopefully I will be able to fix the shadows in the next hour.

@ChanceTheMaker
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Nice. Can't wait to try out the textures.

-----Original Message-----
From: idflood [mailto:[email protected]]
Sent: Tuesday, December 20, 2011 11:02 AM
To: aobjects
Subject: Re: [ThreeNodes.js] Using Texture, Shadows and Strings (#9)

I've fixed the string in this commit: a68d39b
Also added the missing map attribute in lambert and phong: a68d39b
There is also a new example: 82fbd52

This will be pushed to the gh-pages branch later, hopefully I will be able to fix the shadows in the next hour.


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#9 (comment)

@ChanceTheMaker
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Awesome.

Everything is working with the exception of shadows.

I even started creating some of my own custom nodes

  • Chance P Roth

On Dec 20, 2011, at 11:02, [email protected] wrote:

I've fixed the string in this commit: a68d39b
Also added the missing map attribute in lambert and phong: a68d39b
There is also a new example: 82fbd52

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:
#9 (comment)

@idflood
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idflood commented Dec 21, 2011

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.

@ChanceTheMaker
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If you break the format, we may still be able to convert old to new.

  • Chance P Roth

On Dec 21, 2011, at 7:14, [email protected] wrote:

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.


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#9 (comment)

@ChanceTheMaker
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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.
http://farplanets.com/zc3D/ThreeNodes2/public/

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,
Chance

-----Original Message-----
From: idflood [mailto:[email protected]]
Sent: Wednesday, December 21, 2011 7:14 AM
To: aobjects
Subject: Re: [ThreeNodes.js] Using Texture, Shadows and Strings (#9)

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.


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#9 (comment)

@ChanceTheMaker
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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.

  • Chance

-----Original Message-----
From: idflood [mailto:[email protected]]
Sent: Wednesday, December 21, 2011 7:14 AM
To: aobjects
Subject: Re: [ThreeNodes.js] Using Texture, Shadows and Strings (#9)

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:
#9 (comment)

@idflood
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idflood commented Jan 5, 2012

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.

@idflood
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idflood commented Jan 5, 2012

That's really awesome, glad to have asked for the files :)

@idflood
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idflood commented Jan 5, 2012

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.

@idflood
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idflood commented Jan 18, 2012

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.

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