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| 06:16 | vnksnkr | hello :)
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| 06:45 | Bertl_oO | off to bed now ... have a good one everyone!
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| 10:14 | se6ast1an | good day
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| 10:16 | BAndiT1983 | hi
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| 10:18 | eppisai | good day :)
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| 10:33 | se6ast1an | BAndiT1983: I am creating a blender env for the 3d viewer
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| 10:33 | se6ast1an | inspired by https://lab.apertus.org/M25
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| 10:34 | BAndiT1983 | great! have already the grid SVG, if you need it as jump start, as it was recreated by me for my tests
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| 10:35 | BAndiT1983 | please note that 1 unit in blender is 1 meter in three.js, so either we have to scale everything down by 10 or so in threejs or set up properly in blender
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| 10:36 | BAndiT1983 | my latest estimation was, that 30cmx30cm for the grid, should be more than enough, even if we want to show multiple parts at once
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| 10:36 | se6ast1an | yes 25x25cm for grid currently
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| 10:36 | se6ast1an | and I built the scene in blender to scale
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| 10:37 | BAndiT1983 | alright, sounds good
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| 10:42 | BAndiT1983 | will try to prepare some basic tests, like clipping, embedded viewer in a website, full page/fullscreen etc.
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| 10:50 | se6ast1an | great, just push whatever you have to the repo and then we can take it from there
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| 10:52 | BAndiT1983 | alright, will tak some time, as i need to prepare the data and code, just have some raw code there, so bigger changes will also be involved
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| 12:09 | se6ast1an | BAndiT1983: to get files from onshape to blender collada *.dae seems the best way
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| 12:09 | se6ast1an | gltf creates a lot of different meshes/objects
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| 12:10 | BAndiT1983 | yep, seen the problem
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| 12:10 | BAndiT1983 | that's why i've asked also for STL ;)
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| 12:12 | se6ast1an | stl works but is scaled wrong
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| 12:14 | se6ast1an | https://paste.pics/2cec8ec1fe4af2a6348255940288c8ed
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| 12:15 | se6ast1an | just pushed first files
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| 12:15 | se6ast1an | its not optimized for web yet as wood texture is still 8k images...
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| 12:16 | se6ast1an | but should work nicely as blender reference
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| 12:16 | se6ast1an | grid is also not complete yet as you can see in render
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| 12:30 | BAndiT1983 | have rescaled STL 2 times by 0.1, you can type it in after pressing S
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| 12:31 | BAndiT1983 | great screenshot!
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| 12:31 | BAndiT1983 | *have rescaled for local tests
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| 12:33 | se6ast1an | thanks
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| 12:33 | se6ast1an | yes that works as well
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| 12:40 | BAndiT1983 | have also tested a bit with normal map, to get some structure for the light, e.g. it will also be sued for the wood in realtime
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| 12:41 | BAndiT1983 | thetest was for sandblasted aluminium
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| 13:02 | se6ast1an | off for now
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| 13:02 | se6ast1an | please commit once you have anything to share
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| 14:22 | BAndiT1983 | se6ast1an: here is the description of gtlf in blender and how node values are used for export -> https://docs.blender.org/manual/en/2.80/addons/io_scene_gltf2.html, works rather fine, but for specific materials, like aluminium, we probably should create them in three.js and use throughout the viewer for consistent results
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| 16:25 | se6ast1an | back
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| 16:28 | se6ast1an | BAndiT1983|away: agreed, for the environment its fine to do it in blender but for parts with aluminum surface we will need to fine tune in three.js
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| 16:28 | se6ast1an | especially the blurry reflections will make it pop I'd say
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| 16:29 | se6ast1an | blurry, rough surface self reflection would be cool but not sure thats supported
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| 16:50 | Bertl | morning folks!
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| 16:54 | se6ast1an | good day
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| 18:32 | BAndiT1983 | blurry reflections are not a problem, have already experimented with MeshStandardMaterial, which is like the baase blender material, it supports metalness, roughness etc., also you can adjust this attributes in blender and they will be stored in GLTF
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| 18:35 | BAndiT1983 | alpha preview -> https://i2.paste.pics/14ca50fe48ba15c2c897ce7c919d1ca8.png
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| 18:36 | BAndiT1983 | used equirectangular HDR image from hdri haven, also added bump or normal map, is not looking good, but my goal were only the parameter adjustments at first, beautifying can be done at later stages, when features are there
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| 18:37 | BAndiT1983 | different angle -> https://i2.paste.pics/6d07d74f78ab2ef8f20ddaf96b5890a4.png, added OrbitControls to be able to move around the object
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| 18:38 | BAndiT1983 | kept background to check light information, but it can be easily removed and different background used, e.g. plain color or maybe also some gray to black gradient, to avoid distraction of the viewer
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| 18:43 | Bertl | why does it look so blue-ish?
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| 18:43 | Bertl | is that just the contrast to the brown tile floor?
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| 18:43 | BAndiT1983 | HDRI is an outdoor one, so it's a place in front of a church in Münster
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| 18:44 | BAndiT1983 | suitable one will be selected later
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| 18:46 | Bertl | anyway off for now ... bbl
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| 22:37 | se6ast1an | off to bed
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| 22:37 | se6ast1an | good night
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| 22:38 | BAndiT1983 | good night
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