my viewport gets rendered in the render engine and the output is slugish like this: - render

After rendering:
I was unable to find any resolve, also the setting in blender is of user perspective:
Before rendering:

Related

Threejs webGL renderer - multiple scene data is not available in toDataURL

We use three.js to render multiple scenes listed in the order one by one (using setScissorTest(true)) in an Angular app. Currently, I am trying to export the rendered scenes into a PDF using JSPDF. The renderer.domElement.toDataURL is used to export the renderer content into a JPEG stream, which will be added into the PDF.
The contents which are visible on the screen is getting exported into the PDF. But the scenes on the page which can be viewed by scroll down is not available in the dataURL stream. So the resulting PDF misses the objects which are not visible on the screen.
Example -
https://plnkr.co/edit/Ty8BZaDcflCJH5tH (chrome)
I tried approaches like -
Exporting each scene into an image by using a separate webGLRenderer for PDF generation (without scissors test enabled)
Using a hidden canvas for PDF export.
But I am facing issues with the above approaches, is there any way to export multiple scenes of a three.js webGL renderer irrespective of whether the scene is visible in the screen or not?
Thanks in advance,
Satheesh

Render output in Blender 2.8 shows different output than the viewport display

I am following a course from Udemy on blender 2.8 fundamentals. As the editing in the final animation was complete, I tried to render it, but the rendered output seems to be different from the viewport display.
In the render output, somehow all of my objects are being cut through by a plane. At first, I thought that it was the floor from my animation that was causing this issue. I tried to render again after making some changes to the floor, but I am still facing the same problem.
I have linked the viewport and render output screenshots below.
Viewport Display #1
Render Output #2
Viewport Display #2
Render Output #2
Viewport Display #3
Render Output #3
Make sure there is no hidden object in the scene, it does not appear in your viewport, but in rendering everything will appear. To fix it, just delete the hidden object, or disable it from being rendered, (there is a button for that).

Three.js transform controls not interactive (won't click or hover)

I'm playing about with three.js and webGL with an attempt to get html objects overlaid on a webGL model.
I intend to use three.js object loaders to render a 3D model, where I can then allow users to overlay HTML DOM objects in 3D space via a custom UI.
I've mainly been using the various different examples in the three.js docs (https://threejs.org/examples/ and https://codepen.io/AdamEDGE/pen/RRjEwz).
In order to allow the user to move the overlaid HTML objects via the UI, I've added the transform controls (https://threejs.org/examples/misc_controls_transform.html).
Things seemed to be going relatively well up to this point, but now I see that the controls are not hoverable or clickable to move the element.
I suspect I'm either missing code or an issue with the camera not aligning correctly, but I'm very new to this so I'm guessing.
I have also experimented with Jerome Etienne's blending tutorials, but on testing that caused other issues and I think may not be worth the trouble for what I'm going for (http://learningthreejs.com/blog/2013/04/30/closing-the-gap-between-html-and-webgl/index.html).
I have created an example that shows the problem (click on an object and the controls should show).
Its a simple webGL torus with two HTML images overlaid and mapped to a Mesh so I can link the controls to the HTML elements which are on a different scene.
https://jsfiddle.net/mattscotty/h5wuq86y/
control = new THREE.TransformControls(camera, glRenderer.domElement);
control.addEventListener('change', render);
The controls show on all the correct places when clicked as expected and I can use the keyboard to change the transform type (again see https://threejs.org/examples/misc_controls_transform.html for how it should work).
As I can't click or hover, I can't hook up to the relevant events.
I'm brand new to this and I'm quite sure I'm missing something obvious, so any help is appreciated.

I'm trying to clip an image overlay in Google Maps API

I'm trying to clip an image overlay in Google Maps API, however without success. I can clip a HTML image successfully and overlay it on a Google MAP by using the CSS clip property and z-index property, however that's no use, as the image does not adjust to the Google map zoom and movements. i.e. the image is not bound to the Google MAP object in any way, doesn't respond to map changes.
If I assign the Google Map overlay to the cropped image source, it simply uses the original un-cropped source and not the cropped page image element. That's just how the image.src property works.
I successfully added an image overlay for Google MAPS, but there does not seem to be any clipping or cropping function for them. There is text on the image that I don't want to display for this application, but I don't want to crop the original source file image, as it's used for multiple display purposes.
historicalOverlay = new google.maps.GroundOverlay(imageurl,imageBounds);
historicalOverlay.setMap(map);
I need imageurl to point to a clipped version in memory or something like that or the clipped form image element, but not its un-clipped source image. Any ideas ?
The GroundOverlay class in Google Maps javascript API V3 does not provide any support for in-browser clipping/cropping of the image before display.
Because we needed that capability, plus some others like image rotation and non-rectangular images, we wrote a GroundOverlayEX javascript class that supports everything that the Google Earth version of GroundOverlay supports, including browser-side clipping/cropping of the image to-be-displayed.
The javascript class is open-source on Github at: https://github.com/azmikemm/GroundOverlayEX. There is API documentation as well (documentation.txt). All images shown by the GroundOverlayEX class are integral to the map, and will drag with the map, and zoom with the map.
A working functional example of the class in-action (with some clipped/ cropped images) is at: https://sites.google.com/site/issearthatnight/
If you turn off the VIIRS checkbox, and set the transparency down to midway, you'll see the images pretty plainly, and see that some are cropped (all are stored in NASA's servers as rectangles, so images that are square-ish or look like slices have been cropped by the GroundOverlayEX class).

Monotouch: Create image reflection?

I would like to make a reflection to an image - like this:
Is that possible in Monotouch?
Thanks!
Mojo
It is possible, considering that you have full access to CoreGraphics.
There are too many ways of skinning that cat though.
Say you have the top image in "image", I would do something like:
Create a graphics context
Draw the image
Create a bitmap context for the inverted image, with alpha transparency
Render the image invertd
Render a gradient that has been configured to go from 0.5 opaque to 0.2 opaque
Render that on the bottom of the image
Get an image out of the second context
Draw the extracted image into the first context, inverted.

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