<html><head><meta http-equiv="content-type" content="text/html; charset=utf-8"></head><body style="overflow-wrap: break-word; -webkit-nbsp-mode: space; line-break: after-white-space;">Michalis, Thank you for the contribution,.<div><br></div><div>Cedric Steiert has continued working on searching Blender node trees and has implemented what is needed to correctly export TextureTransforms</div><div><br></div><div>I am testing with the basic example of TextureTransform from your x3d-test collection. Progress is being documented in the pull request comments at <a href="https://projects.blender.org/extensions/io_scene_x3d/pulls/49">https://projects.blender.org/extensions/io_scene_x3d/pulls/49</a> </div><div><br></div><div>Vince Marchetti<br id="lineBreakAtBeginningOfMessage"><div><br><blockquote type="cite"><div>On Dec 27, 2024, at 8:21 PM, Michalis Kamburelis <michalis.kambi@gmail.com> wrote:</div><br class="Apple-interchange-newline"><div><div>Vincent and all,<br><br>( Sorry it took me a while -- Christmas times are busy in offline<br>activities :) )<br><br>1. I prepared the promised tests of texture transformation in Blender,<br>to help implementing their handling in the Blender -> X3D exporter.<br><br>They are inside the "blender_tests/texture_transform/" of my<br>repository https://github.com/michaliskambi/x3d-tests/ . Browse them<br>through here https://github.com/michaliskambi/x3d-tests/tree/master/blender_tests/texture_transform<br>. To just download them, it's probably easiest to "git clone" the<br>whole x3d-tests repo.<br><br>The README inside (<br>https://github.com/michaliskambi/x3d-tests/blob/master/blender_tests/texture_transform/README.md<br>) already describes everything. A short summary:<br><br>- I tested transforming base, normal, metallic/roughness textures<br>(same or differently).<br><br>- I added a "real-life example" of using texture transformation (from<br>Castle Game Engine "examples/fps_game" demo,<br>https://github.com/castle-engine/castle-engine/tree/master/examples/fps_game<br> ).<br><br>- I added glTF exporter outputs, screenshots from Blender, Castle<br>Model Viewer -> hopefully this all makes it clear what is the desired<br>output.<br><br>- TODO: I planned to do, but did not do this: I wanted to create a<br>"desired" X3D files, crafted by hand, to show how a proper X3D output<br>should look like. Not done yet, simply because of lack of time. I<br>don't want to keep you waiting, so I send you the tests as they are<br>now. Ping me if you think you need these "desired" X3D files :)<br><br>2. Moreover, I added tests for per-vertex colors.<br><br>This shows per-vertex colors generated using Blender's "Ambient<br>Occlusion" (make areas e.g. behind ears nicely darker even without<br>using real-time shadows) and how they can be multiplied with<br>material(s) in glTF. This is a feature we talked about -- you<br>mentioned you wanted to implement it by "premultiplying" the material<br>* per-vertex color. Hopefully my tests will help make sure it's all<br>correct :)<br><br>They are in:<br><br>https://github.com/michaliskambi/x3d-tests/tree/master/blender_tests/per_vertex_colors<br><br>Again, I added glTF exporter outputs, screenshots from Blender, Castle<br>Model Viewer -> showing what should happen.<br><br>I hope these are useful! Let me know if anything in this is unclear.<br><br>Regards,<br>Michalis<br></div></div></blockquote></div><br></div></body></html>