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User posts Pavel Kotov
10 December 2014 16:20
Hello

Here is blend and HTML

When you use normal geom output you need to add special node group VECTOR_VIEW

html

.blend
10 December 2014 16:11
There's no need to be sorry - by showing us some bugs and problems you're helping us very much It shows us ways to improve :)

1. Right now we're preparing to CG Event in Moskow, after that we definitely will make some video tutorials. It is more complicated than text-and-pics tutorials, but it gives ways more information, and we're looking towards to make lots of videos

2. Documentation will be improved, too - we'll add more visual examples and demonstrations.

3. I spoke with guys, it's a great idea! We'll think how to make it, thank you

4. We have thing like this on iur plans :) Blender GLSL viewport is being improved and we will work to recreate in viewport exactly what will be shown in browser

5. I understand what you mean :) We will work hard and make our engine better and friendlier to everyone


Oh, I really appreciate it, thanks! Well, I just like to help people It's very nice to know that I could help :)
You're welcome in Moscow too
09 December 2014 10:41
Glad to hear that! You're welcome And good luck
08 December 2014 17:55
Hi again

Here is an example: node VALUE which goes to alpha is animated :) I made an NLA strip and added markers. In NLA script made SELECT AND JUMP - the interaction trigger is PLANE. Hope it will help

.blend

html

And yeah, you can't animate parented object, however if it is needed you can use skinning instead of it .
08 December 2014 11:37
Eah, interesting video

You're going in right direction :) Curves used in this example in fact are complex clipping nodes. They can be replaced with node squeeze value or our special node group "smooth step" :) It is in our SDK here: external/blender/dev_nodes

About normal output : Blender uses view-based coordinates while B4W uses world coordinates by default. To fix that add another special node group called vector view - it is where smooth step is

And one more thing: your model seems pretty complex, so I recommend you to add a mask (maybe even some masks) where this fake AO won't work: I mean where will be capillaries, cartilages etc. : things that won't let light pass through them :)

Here is your file. I made some changes, added vector view and smoothstep and reorganized it. Try to play with values, add some textures, some masks - I believe it will look great!

I didn't understand two last pictures - you would like to see render type like this or visual constructor? Or just another design?

Blend4Web - Blend For Web :) It's a wordplay

And, finally, about roadmap - we're working on it, it will be available soon
05 December 2014 18:59
05 December 2014 14:54
Well, we are an endless supply of answers then

If I get everything right, here is an answer

this is very easy.
And, of course.. Node materials! *badum-tss*

Our lead artist made an awesome node group just for those cases

Well, now we're going in the math and things. Actually.. I don't know how this works matematically, but it works

Let's look at our material. First node - geometry. Here we have GLOBAL coordinates.. We plug it in second node - vector math. The type is normalize (I just happen to know that it makes round mask on your mesh along with type average, but second needs correcting some things and normalize works great with this example). So I made a circle mask and from gray value output of vextor math I make RGB - channel (node combine RGB)

And now some magic: I added this node group called Procedural_lines and plugged our RGB thing in "UV" input. This node puts your RGB coordinates, works with it due the grey value gauges and makes a BW mask as output. So plug it as factor to MIX RGB node and then to material. Almost everything is ready! Just play with gauges of Procedural lines. Shift gauge just.. Well, shifts your coordinates :) So it does what you need. You just need to plug in "TIME" here, so it will always make radial waves. And that's all!

On the reference you sent other "color" was transparent, so i took output from Procedural_lines and plugged it to alpha in output. And made the material alpha clip. Now everything is done It took me like 5 minutes.



https://www.blend4web.com/media/uploads/e30bf48d-6a7e-47e1-a7c2-fb4bfd15c4fc/uv_shift.blend


https://www.blend4web.com/media/uploads/ef817900-712e-4ef2-b786-9256ba965614/uv_shift.html
05 December 2014 11:05
If you mean parenting - yes, you can parent things to the cam There can only be problems with parent inverse, just clear inverse transformation. If you mean billboards - one more yes In documentation are described options of billboards and here is an example of using those nodes.
04 December 2014 14:26
You're welcome!

About cycles - it uses ray-tracing algorithms, and WebGL is just not suitable for it. Well, cycles materials can be baked to textures :) Here in our FAQ it is described better

And about game logic - there's a post in our FAQ, too

04 December 2014 11:50
Ответ на сообщение пользователя aleksi1
Unfortunately I can't send you the original .blend


Well, the problem is solved, so there's no need to look at it
Glad it helped


Ответ на сообщение пользователя trepaning
If it exists, point me in the direction for a tutorial on setting up this simple html.

I see you found what you needed, but anyway here you go :)