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  1. Help-Coaches-Desk
  2. HELC-801

FIWARE.Request.Coach.CreatiFI.General Support #318: WebTundraGFX problem lighting textures

    Details

    • Type: extRequest
    • Status: Closed
    • Priority: Major
    • Resolution: Done
    • Component/s: CreatiFI
    • Labels:
      None

      Description

      Hi,

      A user is having problemas with WebTundraGFX. Here it is her report:

      "We are using the WebTundraGFX example to load a 3D static model.
      Everything works fine, we can use the mouse controls to zoom, rotate and
      move the character.
      We can even change, by code the lights of the 3D environment and camera
      position.
      However the character is not well iluminated. There are some parts that
      appear dark black.
      We've tested it with red, blue and white lights (see attached images) an it
      always apper some dark areas.
      Any suggestions on how to solve it? Why is this caused?"

      Thanks in advance.
      Kr, Xavi Carol.

      _______________________________________________
      Fiware-creatifi-coaching mailing list
      Fiware-creatifi-coaching@lists.fi-ware.org
      https://lists.fi-ware.org/listinfo/fiware-creatifi-coaching

      [Created via e-mail received from: Xavier Carol Rossell <xavier.carol@i2cat.net>]

        Issue Links

          Activity

          Hide
          antont Toni Alatalo added a comment -

          Hi - looks like a problem with your model / geometry I think. And a generic three.js usage problem.

          Can you share the model file? Or even put up a live demo that demonstrates the problem?

          Is it exported from a modeling application? You could check about normals there. Also the version of the exporter would be good to know.

          Recalculating the normals may help too.

          Also, what code are you using to load? You refer to WebTundraGFX – if it's with that code the loading there is for the animated & normal + light mapped texturing iirc. If that's the case, you could test what happens with your model & the webtundra examples (i mean WebTundra repo, not the WebTundraGFX one), or – depending on the export you are using – with a suitable version of plain three.js and one of the loading examples there to match your file format / export.

          Show
          antont Toni Alatalo added a comment - Hi - looks like a problem with your model / geometry I think. And a generic three.js usage problem. Can you share the model file? Or even put up a live demo that demonstrates the problem? Is it exported from a modeling application? You could check about normals there. Also the version of the exporter would be good to know. Recalculating the normals may help too. Also, what code are you using to load? You refer to WebTundraGFX – if it's with that code the loading there is for the animated & normal + light mapped texturing iirc. If that's the case, you could test what happens with your model & the webtundra examples (i mean WebTundra repo, not the WebTundraGFX one), or – depending on the export you are using – with a suitable version of plain three.js and one of the loading examples there to match your file format / export.
          Hide
          fw.ext.user FW External User added a comment -

          Hi,

          Here it is the reply from the user:

          "We are using the addon for Blender to export our models. You can see the
          current state at: http://annacarreras.com/toonaville/vc/Guia.html.
          We have the textures at the same folder of the json model.

          You can find the code at:
          https://www.dropbox.com/s/clednaxsfwzt20l/vc.zip?dl=0
          Inside the VC folder you will find the Guia.html page and the model inside
          the models folder.

          Tha problem is that some textures doesn't render well.
          The model normlas are ok because if we use:
          var material = new THREE.MeshNormalMaterial( materials );
          the browser renders all the surfaces.

          We are using:
          var material = new THREE.MeshFaceMaterial( materials );
          model = new THREE.SkinnedMesh( geometry, material );
          If we use:
          enableSkinning(model);
          All the model disapears.

          Currently the textures that were created using a UV modificator are
          correctly rendered (the character arms and legs).
          On the other hand the textures that uses an Unwrap modificator (body and
          helmet) are not rendering well or even they become transparent and disapear.

          Could you please help us. We are attaching also images to show you how the
          character should look like."

          Thanks in advance.
          Kr, Xavier Carol.

          2015-06-15 13:10 GMT+02:00 Xavier Carol Rossell <xavier.carol@i2cat.net>:

          > Hi,
          >
          > A user is having problemas with WebTundraGFX. Here it is her report:
          >
          > "We are using the WebTundraGFX example to load a 3D static model.
          > Everything works fine, we can use the mouse controls to zoom, rotate and
          > move the character.
          > We can even change, by code the lights of the 3D environment and camera
          > position.
          > However the character is not well iluminated. There are some parts that
          > appear dark black.
          > We've tested it with red, blue and white lights (see attached images) an
          > it always apper some dark areas.
          > Any suggestions on how to solve it? Why is this caused?"
          >
          > Thanks in advance.
          > Kr, Xavi Carol.
          >

          _______________________________________________
          Fiware-creatifi-coaching mailing list
          Fiware-creatifi-coaching@lists.fi-ware.org
          https://lists.fi-ware.org/listinfo/fiware-creatifi-coaching

          Show
          fw.ext.user FW External User added a comment - Hi, Here it is the reply from the user: "We are using the addon for Blender to export our models. You can see the current state at: http://annacarreras.com/toonaville/vc/Guia.html . We have the textures at the same folder of the json model. You can find the code at: https://www.dropbox.com/s/clednaxsfwzt20l/vc.zip?dl=0 Inside the VC folder you will find the Guia.html page and the model inside the models folder. Tha problem is that some textures doesn't render well. The model normlas are ok because if we use: var material = new THREE.MeshNormalMaterial( materials ); the browser renders all the surfaces. We are using: var material = new THREE.MeshFaceMaterial( materials ); model = new THREE.SkinnedMesh( geometry, material ); If we use: enableSkinning(model); All the model disapears. Currently the textures that were created using a UV modificator are correctly rendered (the character arms and legs). On the other hand the textures that uses an Unwrap modificator (body and helmet) are not rendering well or even they become transparent and disapear. Could you please help us. We are attaching also images to show you how the character should look like." Thanks in advance. Kr, Xavier Carol. 2015-06-15 13:10 GMT+02:00 Xavier Carol Rossell <xavier.carol@i2cat.net>: > Hi, > > A user is having problemas with WebTundraGFX. Here it is her report: > > "We are using the WebTundraGFX example to load a 3D static model. > Everything works fine, we can use the mouse controls to zoom, rotate and > move the character. > We can even change, by code the lights of the 3D environment and camera > position. > However the character is not well iluminated. There are some parts that > appear dark black. > We've tested it with red, blue and white lights (see attached images) an > it always apper some dark areas. > Any suggestions on how to solve it? Why is this caused?" > > Thanks in advance. > Kr, Xavi Carol. > _______________________________________________ Fiware-creatifi-coaching mailing list Fiware-creatifi-coaching@lists.fi-ware.org https://lists.fi-ware.org/listinfo/fiware-creatifi-coaching
          Hide
          antont Toni Alatalo added a comment -

          game / realtime models typically need UV coordinates for texture rendering to work. so if you don't get those when using the Unwrap modifier in Blender that can well be the problem. you can check for the UV data in the JSON. i'll also check more when get the chance, this as a quick reply now.

          Show
          antont Toni Alatalo added a comment - game / realtime models typically need UV coordinates for texture rendering to work. so if you don't get those when using the Unwrap modifier in Blender that can well be the problem. you can check for the UV data in the JSON. i'll also check more when get the chance, this as a quick reply now.
          Hide
          leandroguillen Leandro Guillén added a comment -

          Hi Toni, this is the feedback from the user:

          "Hello,
          You mention a solution for the UV coordinates for texture rendering. Currently the textures that were created using a UV modificator are correctly rendered (the character arms and legs). The textures that uses an Unwrap modificator (body and helmet) are the ones not rendering well or even they become transparent and disapear.
          Our model: http://annacarreras.com/toonaville/vc/Guia.html
          Do you have another idea or approach we could test to find a solution to render the character prorperly?"

          Show
          leandroguillen Leandro Guillén added a comment - Hi Toni, this is the feedback from the user: "Hello, You mention a solution for the UV coordinates for texture rendering. Currently the textures that were created using a UV modificator are correctly rendered (the character arms and legs). The textures that uses an Unwrap modificator (body and helmet) are the ones not rendering well or even they become transparent and disapear. Our model: http://annacarreras.com/toonaville/vc/Guia.html Do you have another idea or approach we could test to find a solution to render the character prorperly?"
          Hide
          antont Toni Alatalo added a comment -

          hi - it seems you found a solution as there are no transparent nor disappearing areas in the model anymore?

          the model in the link seems correct to me now.

          or is there a problem still?

          Show
          antont Toni Alatalo added a comment - hi - it seems you found a solution as there are no transparent nor disappearing areas in the model anymore? the model in the link seems correct to me now. or is there a problem still?
          Hide
          fw.ext.user FW External User added a comment -

          HI,

          here is the response from the applicants to the last response:

          *No at all, the problem persists.The textures that uses an Unwrap
          modificator (body and helmet) are not rendering well or even they become
          transparent and disapear (the helmet disapears, it has a semisphere that
          should appear textured in blue).You have an still image to compare here:
          http://toonaville.com/creatifi/album/guia.html
          <http://toonaville.com/creatifi/album/guia.html>*

          Can you please take a look at it?

          Thanks in advance,

          2015-07-07 10:59 GMT+02:00 Xavier Carol Rossell <xavier.carol@i2cat.net>:

          > Hi,
          >
          > Here it is the reply from the user:
          >
          > "We are using the addon for Blender to export our models. You can see the
          > current state at: http://annacarreras.com/toonaville/vc/Guia.html.
          > We have the textures at the same folder of the json model.
          >
          > You can find the code at:
          > https://www.dropbox.com/s/clednaxsfwzt20l/vc.zip?dl=0
          > Inside the VC folder you will find the Guia.html page and the model inside
          > the models folder.
          >
          > Tha problem is that some textures doesn't render well.
          > The model normlas are ok because if we use:
          > var material = new THREE.MeshNormalMaterial( materials );
          > the browser renders all the surfaces.
          >
          > We are using:
          > var material = new THREE.MeshFaceMaterial( materials );
          > model = new THREE.SkinnedMesh( geometry, material );
          > If we use:
          > enableSkinning(model);
          > All the model disapears.
          >
          > Currently the textures that were created using a UV modificator are
          > correctly rendered (the character arms and legs).
          > On the other hand the textures that uses an Unwrap modificator (body and
          > helmet) are not rendering well or even they become transparent and disapear.
          >
          > Could you please help us. We are attaching also images to show you how the
          > character should look like."
          >
          > Thanks in advance.
          > Kr, Xavier Carol.
          >
          >
          > 2015-06-15 13:10 GMT+02:00 Xavier Carol Rossell <xavier.carol@i2cat.net>:
          >
          >> Hi,
          >>
          >> A user is having problemas with WebTundraGFX. Here it is her report:
          >>
          >> "We are using the WebTundraGFX example to load a 3D static model.
          >> Everything works fine, we can use the mouse controls to zoom, rotate and
          >> move the character.
          >> We can even change, by code the lights of the 3D environment and camera
          >> position.
          >> However the character is not well iluminated. There are some parts that
          >> appear dark black.
          >> We've tested it with red, blue and white lights (see attached images) an
          >> it always apper some dark areas.
          >> Any suggestions on how to solve it? Why is this caused?"
          >>
          >> Thanks in advance.
          >> Kr, Xavi Carol.
          >>
          >
          >

          _______________________________________________
          Fiware-creatifi-coaching mailing list
          Fiware-creatifi-coaching@lists.fi-ware.org
          https://lists.fi-ware.org/listinfo/fiware-creatifi-coaching

          Show
          fw.ext.user FW External User added a comment - HI, here is the response from the applicants to the last response: *No at all, the problem persists.The textures that uses an Unwrap modificator (body and helmet) are not rendering well or even they become transparent and disapear (the helmet disapears, it has a semisphere that should appear textured in blue).You have an still image to compare here: http://toonaville.com/creatifi/album/guia.html < http://toonaville.com/creatifi/album/guia.html >* Can you please take a look at it? Thanks in advance, 2015-07-07 10:59 GMT+02:00 Xavier Carol Rossell <xavier.carol@i2cat.net>: > Hi, > > Here it is the reply from the user: > > "We are using the addon for Blender to export our models. You can see the > current state at: http://annacarreras.com/toonaville/vc/Guia.html . > We have the textures at the same folder of the json model. > > You can find the code at: > https://www.dropbox.com/s/clednaxsfwzt20l/vc.zip?dl=0 > Inside the VC folder you will find the Guia.html page and the model inside > the models folder. > > Tha problem is that some textures doesn't render well. > The model normlas are ok because if we use: > var material = new THREE.MeshNormalMaterial( materials ); > the browser renders all the surfaces. > > We are using: > var material = new THREE.MeshFaceMaterial( materials ); > model = new THREE.SkinnedMesh( geometry, material ); > If we use: > enableSkinning(model); > All the model disapears. > > Currently the textures that were created using a UV modificator are > correctly rendered (the character arms and legs). > On the other hand the textures that uses an Unwrap modificator (body and > helmet) are not rendering well or even they become transparent and disapear. > > Could you please help us. We are attaching also images to show you how the > character should look like." > > Thanks in advance. > Kr, Xavier Carol. > > > 2015-06-15 13:10 GMT+02:00 Xavier Carol Rossell <xavier.carol@i2cat.net>: > >> Hi, >> >> A user is having problemas with WebTundraGFX. Here it is her report: >> >> "We are using the WebTundraGFX example to load a 3D static model. >> Everything works fine, we can use the mouse controls to zoom, rotate and >> move the character. >> We can even change, by code the lights of the 3D environment and camera >> position. >> However the character is not well iluminated. There are some parts that >> appear dark black. >> We've tested it with red, blue and white lights (see attached images) an >> it always apper some dark areas. >> Any suggestions on how to solve it? Why is this caused?" >> >> Thanks in advance. >> Kr, Xavi Carol. >> > > _______________________________________________ Fiware-creatifi-coaching mailing list Fiware-creatifi-coaching@lists.fi-ware.org https://lists.fi-ware.org/listinfo/fiware-creatifi-coaching
          Hide
          antont Toni Alatalo added a comment -

          ah so it shows correctly when it's static, but you get problems only when enable skinning.

          i verified now that your live html & the screenshot match.

          so that of course implies that the problem is with the skinning. your rig might not be suitable. Blender supports many rigging tools that are not supported by game engines. you can see the deer skeleton & skinning and the blends of the other animals we provide in https://github.com/realXtend/chesapeakebay/tree/master/objects/ for examples of what kind of rigs work.

          Show
          antont Toni Alatalo added a comment - ah so it shows correctly when it's static, but you get problems only when enable skinning. i verified now that your live html & the screenshot match. so that of course implies that the problem is with the skinning. your rig might not be suitable. Blender supports many rigging tools that are not supported by game engines. you can see the deer skeleton & skinning and the blends of the other animals we provide in https://github.com/realXtend/chesapeakebay/tree/master/objects/ for examples of what kind of rigs work.
          Hide
          antont Toni Alatalo added a comment -

          screenshot of how the model renders correctly on your test page.

          Show
          antont Toni Alatalo added a comment - screenshot of how the model renders correctly on your test page.
          Hide
          antont Toni Alatalo added a comment -

          I also tested locally from your zip in dropbox and the model shows correctly.

          Also, tested that enableSkinning() for it and it didn't disappear – perhaps your skinning is ok afterall (assuming the model is skinned).

          On what system are you having the problems? Does it show the examples fine?

          I'm on a Late 2013 Macbook Pro with Intel HD4000 with a bit old Chrome (Version 44.0.2403.125 (64-bit)).

          Show
          antont Toni Alatalo added a comment - I also tested locally from your zip in dropbox and the model shows correctly. Also, tested that enableSkinning() for it and it didn't disappear – perhaps your skinning is ok afterall (assuming the model is skinned). On what system are you having the problems? Does it show the examples fine? I'm on a Late 2013 Macbook Pro with Intel HD4000 with a bit old Chrome (Version 44.0.2403.125 (64-bit)).
          Hide
          antont Toni Alatalo added a comment -

          closed again as there's been no response and in the previous version of the OPs code the rendering did work correctly as the screenshot shows.

          Show
          antont Toni Alatalo added a comment - closed again as there's been no response and in the previous version of the OPs code the rendering did work correctly as the screenshot shows.
          Hide
          antont Toni Alatalo added a comment -

          ah now i think i see what you mean, with the mouth and the colour on the top of the head.

          did you try applying the uv unwrap modifier or doing the texturing otherwise for that area, given that seems to be the problem?

          i think is also a good idea to test with latest versions of three.js and the blender exporter. do you already know how to do that?

          Show
          antont Toni Alatalo added a comment - ah now i think i see what you mean, with the mouth and the colour on the top of the head. did you try applying the uv unwrap modifier or doing the texturing otherwise for that area, given that seems to be the problem? i think is also a good idea to test with latest versions of three.js and the blender exporter. do you already know how to do that?

            People

            • Assignee:
              silviocretti Silvio Cretti
              Reporter:
              fw.ext.user FW External User
            • Votes:
              0 Vote for this issue
              Watchers:
              3 Start watching this issue

              Dates

              • Created:
                Updated:
                Resolved: