I'm not able to resolve this issue in multiple plant models I got from Turbosquid.
Specifically, the Petals of the flowers like the one pictured here. Petals appear as rectangles (as per original Geometry) even with Transparency set to a masking image (attached). I've also attached a screenshot of settings as SceneKit Editor/XCode show. Any idea what am I missing?
Rendered Object (Yellow Flowers with Rectangular Petals) with partial Material Properties
Additional Material Properties
Masking Image
You will want to set the transparency mode to "RBG Zero" in the UI (which maps to SCNTransparencyModeRGBZero).
Note that it'll require the image to be inverted (black is opaque, white is transparent).
Related
I am attempting to create a view for Android whose background appears to blur the view's content for which it is on top. This is nothing new and has been done before. I based my implementation on what was done here: Dimezis/BlurView.
The approach uses the pre-draw event from the view tree observed to draw a view to an internal canvas. The canvas is backed by a bitmap. A blur is applied to the bitmap before it is drawn to the canvas passed to BlurView's draw method. This approach works well for all standard views/controls and is a common method used to achieve the blur view effect.
However, it does not handle Skia-based drawings that may be on the view that is blurred.
Skia, via SKCanvasView, is used heavily for controls within the App so this is kind of a deal breaker if I cannot find a solution. The issue is very odd. Anything that is drawn on the canvas view appears to be scaled and translated when drawn to the internal canvas.
Screen-Shot - blur label v. blur SKCanvasView
The screen-shot show the difference in results from blurring a label with text v. blurring a red circle drawn on an SKCanvasView.
For reference, I've posted a sample project on GitHub. It can be found here: jaredballen/BlurView
I'd really appreciate any input that can be shared.
When you invoke _rootView?.Draw(_internalCanvas); the circle SKCanvasView is internally rendering itsself using _internalCanvas size (same as _blurView size) resulting in demonstrated behavour. My guess this could be solved by making _internalCanvas of the same size as the _rootView, rendering root view as blurred, then clipping and translating the result inside the smaller _blurView.
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 working on a report project and would like to avoid making a separate image for each indicator color. Ideally, I like to put a transparent circle in a white rectangle. I have Snag-It available and general Windows tools.
My plan is to put the Image in a table cell and change the color of the circle by dynamically assigning the background color of the cell. I think it would be much easier to embed this one image, rather than creating a bunch of different colored circles that all have to be embedded.
Any suggestions on how I can do this in Snag-It or Paint, or any tools that are free for commercial use that you can recommended for this?
This sounds like a good workaround to get an indicator with whatever color you want.
Paint.net is a free image editor that you could create this in. Start with a white square. Use the Ellipse Select tool to select a circle in the middle. Press the Delete key to make it transparent. Save it as a .PNG file and embed it in the report.
I am using PNG images as main image resource in my application. Since im using Delphi 7, i downloaded PNGImage lib and included it in project. I load images like this:
Form.image.Picture.LoadFromFile(PAnsiChar('\background.png'));
Image has transparent and semi transparent pixels on its border. The problem i get is that transparent pixels are filled with random zoomed part of my desktop with currently opened windows, while i expected to see what is actually located beneath form.
Additionally, form has this properties:
BorderStyle: bsNone;
TransparentColor: true;
Visible: false;
Here is a picture of current state (above black line) and desired:
Can this be fixed somehow or it is how delphi deals with transparency?
To have the form "shade" what's beneath it, use the forms AlphaBlend and AlphaBlendValue properties. The .png image doesn't have to be partially (alpha blended) transparent, but it can be.
If you want the form to be semi-transparent you use Alphablending, that's a limitation of Windows. In addition you can have a certain color fully transparent. In the following sample the forms color is clGray, which is also defined as the Transparent color property in addition to the Transparent property set to True. The image, aligned alClient, is 50% transparent, placed on a TImage which is set as transparent, but even so, it doesn't show up as semi-transparent unless you have AlphaBlending on. Again, this is a limitation of Windows. The best you can do is try with a fairly high value for AlphaBlendingValue (240..250) and a rather light image to find the right compromise.
Xcode 5
I'm trying to learn the auto-layout system. Thought I would start with something simple, but I'm already getting stumped :-)
Scene: Main View -> ImageView -> View
I want to support rotation such that the Image rotates and centers on the screen, using Aspect-Fit content.
I want the smaller view to maintain it's relative position to the top edge of the UIimage view. It does't seem to understand the aspect-fit, and it aligns the sub view along the top of the main view, not the fitted image.
I think it has something to do with the fact that the small view is a sibling of the Image, and not a sub-view. I can only seem to create constraints to the superview.
.
You haven't started with something simple!
An aspect fitted image view doesn't actually change its size under auto layout depending on the image, it fits the image into the bounds that the constraints have determined, leaving the rest of its frame blank. If you set a border or background colour on the image view you will see this.
To achieve the effect you're after you would need to do the aspect fitting calculation yourself and modify the sizing constraints on the image view appropriately.