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#1 (permalink) |
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Senior Member
Join Date: Oct 2003
Location: vienna
Posts: 249
Name: olaf lubanski |
in short:
is there a way to make vertex-shading and simultanously overlayed textures visible in a vrml-browser (as it works within lightscape)? i hope someone can help me a bit, as i didn't find any ressources dealing with this topic and had to learn all by myself, how to avoid problems with vrml-export etc... now the long story here is a vrml-example i made last year: http://www.photonensturm.de/web/radi...l/smallsun.zip (to view, you must unzip all files into the same directory and open the *.wrl file with a vrml-browser) my workflow was as follows: export solution to vrml, translate to vrml2 with vrml1tovrml2, then edit some of the material properties, otherwise they are not shown properly... then i realised that vertex shading and overlayed textures are not possible within vrml (maybe there is a way, but i don't know). so either the shaded surfaces are visible without textures or you see the rough texture. i didn't manage to get them both working. maybe it has something to do with the conversion from vrml1tovrml2, because a fresh converted vrml2 file still has to be edited a bit in order to make it look good. i discovered that all "material" nodes have to be deleted, otherwise the surfaces reflect the head-light. but maybe this is also the problem why the textures are not shown properly. to override all this i mostly used meshtotexture for my vrml-example. this way i could delete all unnecessary mesh and make the model smaller. but it was very frustrating to convert each single side of the building into one texture. i had to select surfaces very carefully and save every time i had created a new texture... (if someone is interested, i made the same example with skylight only http://www.photonensturm.de/web/radi...l/smallsky.zip well, this method works well with orthogonal models. but with more complex models it becomes difficult to find right projection-planes for the textures etc... in my latest models i still convert the main surfaces to textures. but i cannot do this with each surface, so smaller surfaces that normally should be textured don't show the texture within vrml. has anyone an idea or any tips? it would really be a great help! thank you very much in advance! ol. |
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#2 (permalink) |
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Member
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hi oluv
it works perfect for me. i take the vrml1tovrml2.exe that comes with the lightscape tutorial on eonreality.com for converting and blaxxun contact3D for viewing the vrml file. lightscape export settings are default. hope this helps. -rpict |
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#3 (permalink) |
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Senior Member
Join Date: Oct 2003
Location: vienna
Posts: 249
Name: olaf lubanski |
dear rpict
could you please send me a small vrml-example which works? here you see a small demonstration of a scene how it looks like within lightscape and after exporting and converting with vrml1tovrml2.exe within pivoron vrml-player. you see exactly that all the vertex-information of the textured surface has gone. i didn't manage to mix the texture-color and the vertex color, although the vertex-information is still in the vrml-file (if you delete the texture-node it becomes visible). i use pivoron-player, because it always worked perfect with most of scenes. it is very similar to cosmo player. i don't think this is a problem of the vrml-player because i also tried my scenes on other players and they all did show the same effect. i think there must be a trick. maybe because of the conversion to vrml2 some informations gets lost. best regards, ol. |
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#5 (permalink) |
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Senior Member
Join Date: Apr 2002
Location: Austria
Posts: 104
Name: Asim Harbas |
Hi Oluv
smallsun vrl work perfect with Cortona download Cortona VRML Client and Vrml 1.0 converter hier: http://www.parallelgraphics.com/products/cortona/ Asim |
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#6 (permalink) |
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Senior Member
Join Date: Oct 2003
Location: vienna
Posts: 249
Name: olaf lubanski |
dear asim!
i tried cortona client and vrml1.0 converter right now and it causes the same problems. besides the cortona client renders much slower than my simple pivoron-player, although i tried different settings with opengl and direct-x but still the quality and speed of pivoron was much better. i still haven't found any solution for my problem! ol. |
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