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User posts David Duperron
09 February 2015 15:57
Ok thanks for these explanation and advice!
But my problem is more to understand how to adapt this to the desired effect: the material disapperas when the camera gets close enough…
Let's say when the camera is at 3 blender units (and below) from the shading point (view distance output from Camera Data node) I want the material totally transparent, and at 5 blender (and above) units totally opaque… what do I put in the Edge0 and Edge1 values??
Thanks!
David Duperron
STAT Marine - www.stat-marine.com
09 February 2015 13:49
Ok I can imagine the result. Is this setting accessible or is it deeply burried in the engine code?
David Duperron
STAT Marine - www.stat-marine.com
09 February 2015 12:31
Hi,
I would like to re-use the camera distance input used on your marker material (on the helicopter scene for exemple), in order to fade out the material when the camera gets closer to the object.
But I struggle to understand how the settings influence the behaviour of the material!

How to set up the "Width" and "Center" values, what do they represent? What is the output of this node group (values - range?)
Thanks for your help!

David
David Duperron
STAT Marine - www.stat-marine.com
09 February 2015 12:19
Hi,
Is it possible to add the possibility to tweak the glow setting, I mean other glow settings than the one which are actually accessible. In particular I would love to be able to play on the blur radius of the effect, and the thickness, in order to create more flat/linear highlights (without too much glow in fact, like a thin colored line around the object…)?
Many thanks for your work!

David
David Duperron
STAT Marine - www.stat-marine.com
03 February 2015 18:54
You're welcome!
I think this will be extremely useful in order to produce simple product presentations, with text descriptions that can be controlled/animated turned on/off upon request.
David Duperron
STAT Marine - www.stat-marine.com
03 February 2015 18:42
Hi!
Thanks for your answer… Actually I would like to display the text - attached to a specific location on our model - in a vertical plane, which stays face to the camera - the billboard option is doing this perfectly, if I convert my text into a mesh.
The problem is that whatever the rotation of the text is (if I orient it correctly, in a vertical plane), as soon as I turn it into a billboard, it comes back into the global horizontal plane when rendered in the engine…
I tried parenting to a billboard plane, no result…
Perhaps an option for the billboard function, like the one available for the particle instances "Billboard align" would be a solution?
In the meantime as you suggest, converting the text into meshes will do the job. It's just that keeping the edit option would have been better!
David Duperron
STAT Marine - www.stat-marine.com
03 February 2015 14:04
Hi,
The new feature for rendering text objects directly is really great, thanks for that! But I am facing another problem…
Blender positions the text in the XY local plane, and this is not modifiable in EDIT mode (only the text is edited…). I want to use the text as a billboard object, to display information into our models.
Do you have a solution in order to display the text in a vertical plane, facing the camera (without having to convert it into a mesh obviously…)?
Thanks for your helps!

David
David Duperron
STAT Marine - www.stat-marine.com
30 January 2015 17:41
Great!
Thanks!
David Duperron
STAT Marine - www.stat-marine.com