[x3d-public] Tests for Blender->X3D exporter utilizing texture transformation and per-vertex colors
John Carlson
yottzumm at gmail.com
Sun Dec 29 18:51:27 PST 2024
This folder contains my “simple” x3d animations, and python to load into
Blender.
https://github.com/coderextreme/X3DJSONLD/tree/master/blend/localtest
If you want to load them all, look at the .bat or .sh. You will have to
configure. I suggest downloading this folder, not all of X3DJSONLD.
Last I checked, the python files are only dependent on Blender itself, no
importer or exporter needed.
The goal is to work out patterns that can be applied to an importer.
Mostly these contain rotations.
By all means, try testing with my exporter, or modify the existing exporter!
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
>
> _______________________________________________
> x3d-public mailing list
> x3d-public at web3d.org
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>
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