<div dir="auto">Also, cubemaps are difficult to find, I got Jeff H. to convert Paul Debevec’s HDR images to png (with permission). Maybe Paul would approve usage (as seen with transparent Stanford rabbit and NVidia’s Venus de milo HDR SDK item).</div><div dir="auto"><br></div><div dir="auto">John </div><div><br><div class="gmail_quote"><div dir="ltr" class="gmail_attr">On Tue, Jun 1, 2021 at 4:45 PM Don Brutzman <<a href="mailto:brutzman@nps.edu">brutzman@nps.edu</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)">["we're having fun now..."]<br>
<br>
On 5/27/2021 2:42 PM, Michalis Kamburelis wrote:<br>
> <br>
> 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<br>
<br>
now changed<br>
<br>
> or even better<br>
> TextureCoordinateGenerator.mode='WORLDSPACEREFLECTIONVECTOR' specific<br>
> in CGE).<br>
<br>
Wondering if this should be proposed for X3D4? Not seeing it at<br>
<br>
[1] X3D Architecture, 18.4.8 TextureCoordinateGenerator<br>
<a href="https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-CD/Part01/components/texturing.html#TextureCoordinateGenerator" rel="noreferrer" target="_blank">https://www.web3d.org/specifications/X3Dv4Draft/ISO-IEC19775-1v4-CD/Part01/components/texturing.html#TextureCoordinateGenerator</a><br>
<br>
Looks like you have a lot of proposed extensions at<br>
<br>
[2] Texturing component - extensions<br>
<a href="https://castle-engine.io/x3d_implementation_texturing_extensions.php" rel="noreferrer" target="_blank">https://castle-engine.io/x3d_implementation_texturing_extensions.php</a><br>
<br>
Wondering how much of this is aligned with glTF, in your estimation?<br>
<br>
Please consider proposing extensions to existing nodes in X3D4.<br>
<br>
> 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>
well, I like it too! and Blender has the Suzanne monkey. and having non-trivial geometry is important when looking at texture and lighting effects. so I will work on adding a teapot to simple display options in X3D-Edit Material customizer. Additional geometry suggestions/contributions are always welcome.<br>
<br>
[3] X3D Example Archives: X3D4AM, X3D for Advanced Modeling, Geometric Shapes<br>
<a href="https://x3dgraphics.com/examples/X3dForAdvancedModeling/GeometricShapes" rel="noreferrer" target="_blank">https://x3dgraphics.com/examples/X3dForAdvancedModeling/GeometricShapes</a><br>
<br>
[4] X3D Example Archives: X3D4AM, X3D for Advanced Modeling, Geometric Shapes, Teapot<br>
<a href="https://x3dgraphics.com/examples/X3dForAdvancedModeling/GeometricShapes/TeapotIndex.html" rel="noreferrer" target="_blank">https://x3dgraphics.com/examples/X3dForAdvancedModeling/GeometricShapes/TeapotIndex.html</a><br>
<br>
[5] X3D Example Archives: X3D4AM, X3D for Advanced Modeling, Geometric Shapes, Teapots<br>
<a href="https://x3dgraphics.com/examples/X3dForAdvancedModeling/GeometricShapes/TeapotsIndex.html" rel="noreferrer" target="_blank">https://x3dgraphics.com/examples/X3dForAdvancedModeling/GeometricShapes/TeapotsIndex.html</a><br>
<br>
[6] X3D Example Archives: X3D4AM, X3D for Advanced Modeling, Conversions, Blender Monkey Suzanne<br>
<a href="https://x3dgraphics.com/examples/X3dForAdvancedModeling/Conversions/BlenderMonkeySuzanneIndex.html" rel="noreferrer" target="_blank">https://x3dgraphics.com/examples/X3dForAdvancedModeling/Conversions/BlenderMonkeySuzanneIndex.html</a><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>
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>
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</blockquote></div></div>