can't find anything relative to this problem with tiles I'm facing
This can be changed by flipping all tiles, but what is the proper way? What option shall I change? Tried many of them yet. Thanks for help
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I was wondering if it was possible to make a room, like a home design app, using tile maps.
It would require 3 grids:
An isometric base (10x20)
Two walls (6x20) & (10x6)
I have attempted to use the Scene Editor to layout everything, but that isn't working.
There isn't much online that I could find to solve it, but I have a feeling its just simple math.
I'm still quite new to this, so any advice would be greatly appreciated.
I want to add an image (a factory layout displayed on the floor) to an ExtrudeBufferGeometry (the floor) which is based on a shape with holes. I only want to cover the surface and not have it wrap around the corners - is that possible? If not, I am fine with a 2D geometry/plane as well as long as I can still punch in some holes.
I have successfully added said image to a PlaneGeometry but that does not allow for any holes.
I also managed to add it to the ExtrudeBufferGeometry but it looks like it only covers the border area as you can see colors when viewing it from the side. If I set the texture's repeat value using texture.repeat.set(), I can see the image properly. However, I do not want it to be repeated. It should only be displayed once. I'm having a hard time knowing what properties to set and change to achieve the desired result.
I researched a lot to get to this point but I cannot find a final solution for my specific problem. Any help or suggestions are highly appreciated - thank you!
Edit:
I managed to do it using ShapeGeometry. However, I still need texture.repeat.set(), otherwise it will be a tiny image on one side. Can anyone tell me how to adjust the scale?
I've been following some tutorials to make this simple sandbox with a test .glb file.
https://codesandbox.io/s/zen-black-et9cs?file=/src/App.js
Everything seems to work except the shadows. I can't find any missing castShadow/recieveShadow/shadowMap declarations anywhere... just not sure what I'm missing.
Thanks if you can point to my mistake!
Increasing the shadow map size to such a high value is no good approach since it's bad for performance.
Instead, decrease the frustum of the shadow camera. Use the following values:
shadow-camera-near={0.1}
shadow-camera-far={20}
shadow-camera-left={-10}
shadow-camera-right={10}
shadow-camera-top={10}
shadow-camera-bottom={-10}
Keep in mind that you can visually debug and thus better optimize the shadow camera by using THREE.CameraHelper.
I figured it out - it was the shadow-mapSize-width and height. 1024 wasn't enough, I had to bump that number much bigger (works at 10240). Not sure why this is the case, perhaps my imported model is of a different scale or something. But it works now!
I'm new to Threejs and I have been using the EdgesHelper which achieves the look I want for now. But I have two questions...
What is the default edge width/how is it calculated?
Can the edge width be changed...
I have searched around and I'm pretty sure that due to some limitation (not of threejs of Windows I believe) that there is no simple method to change the thickness of the edges (?). Alot of the examples I found that have thicker edges would only work on a particular geometry (e.g. doesn't seem universal).
Perhaps I am wrong but I would have thought that this would be a very common requirement? Rather then spend hours/days/weeks trying to get what i want myself (which I'm not even sure I personally would be able to do), does anyone know of a way to have control over the edge thickness, an existing example or a library that someone has already done that can work on any shape (any imported obj for example)
Many thanks
Coming back to this as Wilt mentioned there are other threads on this. Basically you cannot change the thickness due to a limitation in ANGLE, there are some work around like the THREE.MeshLine (also mentioned in the link Wilt stated) but i found most work aroudns had some limitations for what I wanted
https://mattdesl.svbtle.com/drawing-lines-is-hard explains what is difficult to it in lines.
He also has a library called https://github.com/mattdesl/three-line-2d which should make lines easier to use.
i'm trying to solve a problem i'm facing in detecting the direction of movement of an image.
So i have this video which i'm trying to analyze, its composed of a contracting objects (continuaslly shrink and expand) and i'm trying to be able to detect if current frame of move is shrinked or expand !
here is an example of 2 frames 1 the objects there is expanded and other shrinked
Note: you can't see deference when they are on top of each other, try to save and view one after other on your computer.
So is there a way i can detect the direction of movement in video ? (inward of outward ?)
thanks a lot
This can be solve with "optical flow" which has been studied for several decades now.
The classical method is Horn-Schnuck http://en.wikipedia.org/wiki/Horn%E2%80%93Schunck_method which you can download here: http://www.mathworks.com/matlabcentral/fileexchange/22756-horn-schunck-optical-flow-method . It's fast but not the most accurate way to solve the problem as it tends to blur the regions you are interested in detecting since it minimizes the L2 norm of the gradients. Here's what I got on your images using Horn-Schnuck off the shelf:
Since your images have lots of edges it's probably worthwhile to try out some more modern algorithms. http://people.csail.mit.edu/celiu/OpticalFlow/ might help.