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

John Carlson yottzumm at gmail.com
Sat Dec 28 13:36:41 PST 2024


Great examples, Michalis.

I note at least three things:

1.  There's no texture animation, but Joe's example has that.  I have not
seen if your fps_game example has texture animation or not.

2.  My exporter exports textures (not animations).  I am looking forward to
looking at what Vince and Cedric are doing, and if they don’t have
animation yet, I will attempt to add it.

3.  I am starting to tie meshes to the empty type objects I am importing,
if meshes are present.

I’ll send a pic with what i have for Joe Skin export in a bit.

John

On Fri, Dec 27, 2024 at 7:23 PM Michalis Kamburelis via x3d-public <
x3d-public at web3d.org> 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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>
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