[x3d-public] Support for specular maps (and more) in view3dscene, and Blender exporter to CommonSurfaceShader

Andreas Plesch andreasplesch at gmail.com
Sat May 6 10:02:02 PDT 2017


This is giving me a chance to try out SplineInterpolators, and it is fun. I
updated the moving light to smoothly turn around, and added a second
circling light. Both was possible with only a few lines using spline
interpolation, and no scripts.

Here is a question for spline experts. I could produce a path resembling a
circle with only three key values (start,middle, start) and key velocities,
using SplinePositionInterpolator. The velocities are tangential to the
path. It turns out that a velocity magnitude of about 4 times the intended
radius produces a good approximation of a circle. How would one produce an
exact circle path with SplinePositionInterpolator ?

updated but a little busy now:

https://rawgit.com/andreasplesch/demo-models/css-
x3dom/common_surface_shader/x3dom/leaf.html
https://rawgit.com/andreasplesch/demo-models/css-
x3dom/common_surface_shader/x3dom/rust_metal_ambient_texture.html>
https://rawgit.com/andreasplesch/demo-models/css-
x3dom/common_surface_shader/x3dom/rust_metal_shininess_texture.html
https://rawgit.com/andreasplesch/demo-models/css-
x3dom/common_surface_shader/x3dom/synthetic_metal_textures_specular_map.html

Andreas

On Fri, May 5, 2017 at 8:14 PM, Michalis Kamburelis <
michalis.kambi at gmail.com> wrote:

> 2017-05-06 1:55 GMT+02:00 Andreas Plesch <andreasplesch at gmail.com>:
> > On Mon, May 1, 2017 at 5:34 AM, Michalis Kamburelis
> > <michalis.kambi at gmail.com> wrote:
> >>
> >> 2017-05-01 1:48 GMT+02:00 Andreas Plesch <andreasplesch at gmail.com>:
> >> >
> >> > Very nice. I forked and updated the examples in cors branch to use
> https
> >> > and
> >> > a x3dom crossOrigin field for loading the textures with rawgit. As a
> >> > result
> >> > the examples now are live on these rawgit links:
> >> >
> >> >
> >> > https://github.com/andreasplesch/demo-models/
> blob/cors/common_surface_shader/x3dom/live_links.md
> >> >
> >> > for example:
> >> >
> >> >
> >> > https://rawgit.com/andreasplesch/demo-models/
> cors/common_surface_shader/x3dom/leaf.html
> >> >
> >>
> >> This is great, this makes them comfortable to view online! I applied
> >> your changes:)
> >>
> >
> > I am experimenting a bit more with the common surface shader examples.
> > Making the point light source dynamic shows off the detail of the
> > pseudo-relief of the normaltexture:
> > https://rawgit.com/andreasplesch/demo-models/css-
> x3dom/common_surface_shader/x3dom/leaf.html
> > https://rawgit.com/andreasplesch/demo-models/css-
> x3dom/common_surface_shader/x3dom/rust_metal_ambient_texture.html
> > https://rawgit.com/andreasplesch/demo-models/css-
> x3dom/common_surface_shader/x3dom/rust_metal_shininess_texture.html
> > https://rawgit.com/andreasplesch/demo-models/css-
> x3dom/common_surface_shader/x3dom/synthetic_metal_
> textures_specular_map.html
> >
> > The great textures deserve highlighting :)
> >
>
> Yes!
>
> You did it first:) I had recorded in my TODO file to do "either an
> animation of light or a PlaneSensor to move the light". Indeed --- the
> effect of these textures is most awesome when the light source is
> moving relative to the lit object. In my view3dscene, I used the "Edit
> -> Edit Lights" feature to move the light at runtime and test this.
>
> I browse the changes from your andreasplesch:css-x3dom branch, and
> merged them all to my demo-models master branch:)
>
> Thank you!
> Michalis
>



-- 
Andreas Plesch
39 Barbara Rd.
Waltham, MA 02453
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