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Development Roadmap for 2015

09 March 2015 12:26 #1625
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 #1627
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.


Development Lead | Twitter
12 March 2015 16:48 #1671

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 #1672
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.
Development Lead | Twitter
12 March 2015 18:00 #1675

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 #1676
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/
Development Lead | Twitter
13 March 2015 15:09 #1687

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 #1688

interesting.
Thanks for links!

https://twitter.com/tonroosendaal/status/575367052325699584

You are welcome! See also https://twitter.com/tonroosendaal/status/573485553141870592
Development Lead | Twitter
06 May 2015 18:05 #2298
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?
https://plus.google.com/+DuarteFarrajotaRamos
06 May 2015 18:40 #2299

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!
Development Lead | Twitter
 
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