[x3d-public] Tests for Blender->X3D exporter utilizing texture transformation and per-vertex colors

vmarchetti at kshell.com vmarchetti at kshell.com
Sat Dec 28 10:13:48 PST 2024


Michalis, Thank you for the contribution,.

Cedric Steiert  has continued working on searching Blender node trees and has implemented what is needed to correctly export TextureTransforms

I am testing with the basic example of TextureTransform from your x3d-test collection. Progress is being documented in the pull request comments at https://projects.blender.org/extensions/io_scene_x3d/pulls/49 

Vince Marchetti

> On Dec 27, 2024, at 8:21 PM, Michalis Kamburelis <michalis.kambi at gmail.com> wrote:
> 
> Vincent and all,
> 
> ( Sorry it took me a while -- Christmas times are busy in offline
> activities :) )
> 
> 1. I prepared the promised tests of texture transformation in Blender,
> to help implementing their handling in the Blender -> X3D exporter.
> 
> They are inside the "blender_tests/texture_transform/" of my
> repository https://github.com/michaliskambi/x3d-tests/ . Browse them
> through here https://github.com/michaliskambi/x3d-tests/tree/master/blender_tests/texture_transform
> . To just download them, it's probably easiest to "git clone" the
> whole x3d-tests repo.
> 
> The README inside (
> https://github.com/michaliskambi/x3d-tests/blob/master/blender_tests/texture_transform/README.md
> ) already describes everything. A short summary:
> 
> - I tested transforming base, normal, metallic/roughness textures
> (same or differently).
> 
> - I added a "real-life example" of using texture transformation (from
> Castle Game Engine "examples/fps_game" demo,
> https://github.com/castle-engine/castle-engine/tree/master/examples/fps_game
> ).
> 
> - I added glTF exporter outputs, screenshots from Blender, Castle
> Model Viewer -> hopefully this all makes it clear what is the desired
> output.
> 
> - TODO: I planned to do, but did not do this: I wanted to create a
> "desired" X3D files, crafted by hand, to show how a proper X3D output
> should look like. Not done yet, simply because of lack of time. I
> don't want to keep you waiting, so I send you the tests as they are
> now. Ping me if you think you need these "desired" X3D files :)
> 
> 2. Moreover, I added tests for per-vertex colors.
> 
> This shows per-vertex colors generated using Blender's "Ambient
> Occlusion" (make areas e.g. behind ears nicely darker even without
> using real-time shadows) and how they can be multiplied with
> material(s) in glTF. This is a feature we talked about -- you
> mentioned you wanted to implement it by "premultiplying" the material
> * per-vertex color. Hopefully my tests will help make sure it's all
> correct :)
> 
> They are in:
> 
> https://github.com/michaliskambi/x3d-tests/tree/master/blender_tests/per_vertex_colors
> 
> Again, I added glTF exporter outputs, screenshots from Blender, Castle
> Model Viewer -> showing what should happen.
> 
> I hope these are useful! Let me know if anything in this is unclear.
> 
> Regards,
> Michalis

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