I'm using blender 2.91.2 with cycles render on a mac. I'm trying to export a whiskey bottle and glass. I attached the material settings for the whiskey, as well as the render settings. I increased the number of light bounces, glossy, transparency, and volume in render settings (which a different answer thread suggested to do), but i am still ending up with the dark area. Note that the light source is directly above the cup and bottle, so this shouldn't be an issue. Is there another setting to adjust?
render material settings. render settings
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I've been working in Unity app with Hololens, and I've been using models downloaded from www.poly.google.com; no matter which model I choose, it shows up semi-transparent while running the app on the Hololens. This is how it looks at poly.google.com:
And this is how it looks in the actual Unity app (another model that shows up the same as reference):
The way I import them is just to place the .obj model in a folder within the Unity project, and then use the "Extract materials" feature and assign them:
Is there anything I can do? is it expected? I'd like to show them with strong/original colors. Thanks a lot!
This is expected with dark colours. Holograms don't erase the environment behind them. They add light on top of the background environment, and dark images don't add much light. You can see in your example image that the brighter parts of the holograms are more opaque than the dark parts.
This is discussed in the Designing with Color documentation:
Rendering dark colors - Because of the nature of additive displays, dark colors appear transparent. A solid black object will appear no different from the real world. See Alpha channel below. To give the appearance of “black”, try a very dark grey RGB value such as 16,16,16.
I'm using some simple buttons in canvas in a 2D game, there is no light or i don't do anything via code for brightness of button. Buttons are shows normally in scene view, but these are shining in game view like putting a lights on them. What's the reason for this? How can i solve? You can see that what i mean on image below.
https://imgur.com/g0sQujE
I checked image attributes of buttons and camera render settings but didn't found anything.
I'm looking at this particular example http://tf3dm.com/3d-model/glass-91748.html
I have exported this glass into JSON with ThreeJS' exporter, but it does not show up with the material transparency achieved in blender upon render in the browser. In blender this glass effect is achieved with the via the Z-Transparency Alpha, Fresnel, and Blend settings. These settings are the magic sauce it seems. Without them in Blender, the glass appears as it does in the browser. While I might be able to correct this with a shader in Three.JS, I'm trying to determine if it is possible to do so without intervention.
ThreeJS 76
Blender 2.77
I have used the ARScreen.cs script and ar_screen shaders from the AugmentedReality scene provided in getthehub.
The GUI shows perfectly, the background/Video Overlay displays perfectly but everything else draws over the video and stains. Video Overlay and GPU Acceleration options are enabled on Tango Manager, Ux script is enabled but its options are disabled.
Any advice regarding having the 3d objects render normal (exactly like the markups in the unity example project)
Thanks
Solved! Enable Ux script's options, set the culling of the main camera, the camera you are using for your arscreen.cs script to solid color white, and then in the arscreen.cs I commented out the command/call //_UpdateTransformation(timestamp); in my case... apparently the _UpdateTransformation command placed my camera far from the player's object and thus objects were not visible and it seemed as if the video overlay covered my seen.
I'm trying to create, modify and update (directional only for now) lights and shadowmaps dynamically. The light, shadow and shadow camera helper gets updated correctly as I move the light around or change shadow properties, except from the light's point of view, everything behind the origin (0,0,0) is shadowed for no apparent reason.
Screenshots:
http://i.imgur.com/n4AHvle.png
http://i.imgur.com/l0uaZHD.jpg
http://i.imgur.com/brKwCof.jpg
http://i.imgur.com/a6dqMGo.jpg (new, with spotlight)
You can see a scene with car and a piece of ground, they belong to a geometry imported with ColladaLoader. The problem is with shadowmapping, the car throws shadow correctly, but there are stripy shadows on the ground even though there is nothing else than the car obscuring light.
If I add more similar lights, they also have the same 4 stripes. They also appear with spotlight. If I change shadow map resolution, the stripes' size changes relative to each other, but there seems to be always four of them, spaced from center to both directions.
EDIT: JSFiddle here: http://jsfiddle.net/cL3hX/1/ There shouldn't be any shadows in the scene, unless some new geometry is introduced inside the shadow camera frustum.
Couple of notes on the fiddle:
I have r55, but the demo is r54 because jsfiddle apparently does not yet have r55.
I could only reproduce this with a Collada file. So it probably has something to do with the model. I created a simple cube in Sketchup 8, and tried to export it with various collada options.
In the JSFiddle I could only reproduce the bug with a file exported with "doublesided faces" -setting enabled. In my own application code, I do have the same bug on models created with or without that setting enabled, but in the fiddle, the bug seems to be triggered only when "doublesided faces" are exported. Anyway I do need to somehow show backsides of faces, because the tool I'm developing must work with Sketchup exports, and it's very hard to make models in Sketchup without having a mess of frontsides/backsides visible.
The very simple Collada file is included in the JSFiddle as javascript variable. Here's a download link for the same file: https://dl.dropbox.com/u/14489569/shadowmapdemo.dae
The problem is your Collada model.
Your "plane" is actually multiple coplanar faces back-to-back in a single geometry.
It's no wonder there are artifacts.
Replace it with a THREE.CubeGeometry.