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Development Roadmap for 2015

09 March 2015 12:26
Support for pbr is possible?.
And if your device dont support webgl you can use this alternative or similar by default?: http://spritespin.ginie.eu/examples.html

Thanks.
09 March 2015 16:34
Ответ на сообщение пользователя pakirrote
Support for pbr is possible?

Hi,

Check this manual section.


And if your device dont support webgl you can use this alternative or similar by default?: http://spritespin.ginie.eu/examples.html
Sure. This will require a bit web programming though.


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12 March 2015 16:48

Ответ на сообщение пользователя Yuri Kovelenov
Hi,

Check this manual section.



Sure. This will require a bit web programming though.
Yes… But… Pbr is not only Enviroment lighting….
and I was not referring to implement Spritesping myself…

Thanks for reply.
12 March 2015 16:56
Yes… But… Pbr is not only Enviroment lighting….
and I was not referring to implement Spritesping myself…

Yep, it's much more, but that's that we have now. Some effects are possible to achieve using node materials.

Integrating Spritesping or any other web-based solution should not be a problem. Just check that WebGL is unavailable via JavaScript and make Spritesping content replace the 3D content.
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12 March 2015 18:00

Ответ на сообщение пользователя Yuri Kovelenov
Yep, it's much more, but that's that we have now. Some effects are possible to achieve using node materials.

Integrating Spritesping or any other web-based solution should not be a problem. Just check that WebGL is unavailable via JavaScript and make Spritesping content replace the 3D content.

All right.
And this in future plans to implement pbr, or depends to blender the developing first?. I have read that they will implement pbr in the viewport of blender, with a little luck in the BGE also…. Thanks again!.
12 March 2015 19:06
All right.
And this in future plans to implement pbr, or depends to blender the developing first?. I have read that they will implement pbr in the viewport of blender, with a little luck in the BGE also…. Thanks again!.

The PBR question is very wide and somewhat fuzzy. It is quite difficult to say what features is enough to get PBR support in the engine. As far as I know Blender does not have such concept as PBR.
See for example these links
http://www.elysiun.com/forum/showthread.php?343278-GLSL-PBR-Shader-for-viewport
https://extremeistan.wordpress.com/2014/10/07/experimenting-with-physically-based-rendering-in-blender-cycles/
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13 March 2015 15:09

Ответ на сообщение пользователя Yuri Kovelenov
The PBR question is very wide and somewhat fuzzy. It is quite difficult to say what features is enough to get PBR support in the engine. As far as I know Blender does not have such concept as PBR.
See for example these links
http://www.elysiun.com/forum/showthread.php?343278-GLSL-PBR-Shader-for-viewport
https://extremeistan.wordpress.com/2014/10/07/experimenting-with-physically-based-rendering-in-blender-cycles/

interesting.
Thanks for links!

https://twitter.com/tonroosendaal/status/575367052325699584
13 March 2015 15:25
06 May 2015 18:05
I see now that the patch D1188 has been accepted, congrats! this is a great achievement for Blend4Web.

Does this mean we can finally get a Blend4Web specific mode with dedicated shader node trees and settings?
06 May 2015 18:40

I see now that the patch D1188 has been accepted, congrats! this is a great achievement for Blend4Web.

Does this mean we can finally get a Blend4Web specific mode with dedicated shader node trees and settings?

Look like that. It was difficult!
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