<div dir="auto">Michalis, you may want to monitor the bug report for adding view3dscene as an x3d player in X3D-Edit 4.0 on Linux. I don’t know if your users use X3D-Edit or not. I haven’t dug into why adding view3dscene doesn’t work yet. Note that adding freewrl does work, so I’m puzzled.</div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Thu, May 27, 2021 at 4:43 PM Michalis Kamburelis <<a href="mailto:michalis.kambi@gmail.com">michalis.kambi@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left-width:1px;border-left-style:solid;padding-left:1ex;border-left-color:rgb(204,204,204)">Cool!<br>
<br>
1. Note that for creating reflective curvy (non-flat) surfaces, I<br>
would advise to not use spherical mapping<br>
(TextureCoordinateGenerator.mode='COORD-EYE') in most cases.<br>
<br>
Instead use cubemaps<br>
(TextureCoordinateGenerator.mode='CAMERASPACEREFLECTIONVECTOR' in any<br>
X3D browser or even better<br>
TextureCoordinateGenerator.mode='WORLDSPACEREFLECTIONVECTOR' specific<br>
in CGE). Cubemaps are easier to generate with many tools (including<br>
CGE itself and Blender), you also have an option to let X3D browser to<br>
make it by "GeneratedCubeMap". The description of the setup is on<br>
<a href="https://castle-engine.io/x3d_implementation_cubemaptexturing.php" rel="noreferrer" target="_blank">https://castle-engine.io/x3d_implementation_cubemaptexturing.php</a> ,<br>
"Tutorial: How to make a mirror". The general idea is similar, you<br>
just use a different "TextureCoordinateGenerator.mode" and need a<br>
different texture.<br>
<br>
2. Note that in Castle Game Engine and Instant Reality you can also<br>
use "Teapot" node (thus you don't need to provide teapot geometry<br>
explicitly in "IndexedFaceSet"). Admittedly this was just done as it<br>
was trivial to do within CGE, I would never propose to make this<br>
primitive type standard (way too obscure usage) :)<br>
<br>
Regards,<br>
Michalis<br>
<br>
czw., 27 maj 2021 o 17:26 Don Brutzman <<a href="mailto:brutzman@nps.edu" target="_blank">brutzman@nps.edu</a>> napisał(a):<br>
><br>
> Interesting new example with magnificent rendering is now published, adapting work by Michalis Kamburelis and contributed by Rick Lentz, authored using X3D-Edit 4.0 beta. Screenshot of examples index page attached.<br>
><br>
> =========================================================<br>
> * X3D Example Archives: X3D4AM, X3D for Advanced Modeling, Texture Mapping, Multi Texture Teapot<br>
> <a href="https://x3dgraphics.com/examples/X3dForAdvancedModeling/TextureMapping/MultiTextureTeapotIndex.html" rel="noreferrer" target="_blank">https://x3dgraphics.com/examples/X3dForAdvancedModeling/TextureMapping/MultiTextureTeapotIndex.html</a><br>
><br>
> MultiTextureTeapot X3D example uses texture, material and TextureCoordinateGenerator properties provided by Castle Game Engine example model, applied to the Newell Teapot geometry. Also added X3D logo for coolness!<br>
> =========================================================<br>
><br>
> Four successful renders with stellar performance:<br>
><br>
> * X_ITE and Castle Game Engine are both fully consistent<br>
> * X3DOM has texture coordinate mapping difference<br>
> * H3DViewer has creaseAngle seams (but looks great)<br>
><br>
> Not yet:<br>
> * FreeWrl didn't show texture mapping<br>
> * Xj3D no textures but didn't crash (slowly making progress!)<br>
><br>
> <a href="https://x3dgraphics.com/examples/X3dForAdvancedModeling/TextureMapping/MultiTextureTeapotX_ITE.html" rel="noreferrer" target="_blank">https://x3dgraphics.com/examples/X3dForAdvancedModeling/TextureMapping/MultiTextureTeapotX_ITE.html</a><br>
> <a href="https://x3dgraphics.com/examples/X3dForAdvancedModeling/TextureMapping/MultiTextureTeapotX3dom.xhtml" rel="noreferrer" target="_blank">https://x3dgraphics.com/examples/X3dForAdvancedModeling/TextureMapping/MultiTextureTeapotX3dom.xhtml</a><br>
> <a href="https://x3dgraphics.com/examples/X3dForAdvancedModeling/TextureMapping/MultiTextureTeapotView3dScene.png" rel="noreferrer" target="_blank">https://x3dgraphics.com/examples/X3dForAdvancedModeling/TextureMapping/MultiTextureTeapotView3dScene.png</a><br>
> <a href="https://x3dgraphics.com/examples/X3dForAdvancedModeling/TextureMapping/MultiTextureTeapotH3DViewer.png" rel="noreferrer" target="_blank">https://x3dgraphics.com/examples/X3dForAdvancedModeling/TextureMapping/MultiTextureTeapotH3DViewer.png</a><br>
> <a href="https://x3dgraphics.com/examples/X3dForAdvancedModeling/TextureMapping/MultiTextureTeapotX3dEditXj3d.png" rel="noreferrer" target="_blank">https://x3dgraphics.com/examples/X3dForAdvancedModeling/TextureMapping/MultiTextureTeapotX3dEditXj3d.png</a><br>
><br>
> Pretty promising warmup exercise on the way to X3D4 and physically based rendering (PBR)...<br>
><br>
> Each of the models in Web3D Consortium's X3D Examples Archive are provided under an open-source license.<br>
><br>
> Further scrutiny and improvements welcome. Have fun with X3D! 8)<br>
><br>
> all the best, Don<br>
> --<br>
> Don Brutzman Naval Postgraduate School, Code USW/Br <a href="mailto:brutzman@nps.edu" target="_blank">brutzman@nps.edu</a><br>
> Watkins 270, MOVES Institute, Monterey CA 93943-5000 USA +1.831.656.2149<br>
> X3D graphics, virtual worlds, navy robotics <a href="http://faculty.nps.edu/brutzman" rel="noreferrer" target="_blank">http://faculty.nps.edu/brutzman</a><br>
> _______________________________________________<br>
> x3d-public mailing list<br>
> <a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a><br>
> <a href="http://web3d.org/mailman/listinfo/x3d-public_web3d.org" rel="noreferrer" target="_blank">http://web3d.org/mailman/listinfo/x3d-public_web3d.org</a><br>
<br>
_______________________________________________<br>
x3d-public mailing list<br>
<a href="mailto:x3d-public@web3d.org" target="_blank">x3d-public@web3d.org</a><br>
<a href="http://web3d.org/mailman/listinfo/x3d-public_web3d.org" rel="noreferrer" target="_blank">http://web3d.org/mailman/listinfo/x3d-public_web3d.org</a><br>
</blockquote></div></div>