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#apertus IRC Channel Logs

2021/04/04

Timezone: UTC


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vnksnkr
hello :)
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Bertl_oO
off to bed now ... have a good one everyone!
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Bertl_oO
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BAndiT1983|away
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09:14
se6ast1an
good day
09:16
BAndiT1983
hi
09:18
eppisai
good day :)
09:33
se6ast1an
BAndiT1983: I am creating a blender env for the 3d viewer
09:33
se6ast1an
inspired by https://lab.apertus.org/M25
09:34
BAndiT1983
great! have already the grid SVG, if you need it as jump start, as it was recreated by me for my tests
09:35
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
09:36
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
09:36
se6ast1an
yes 25x25cm for grid currently
09:36
se6ast1an
and I built the scene in blender to scale
09:37
BAndiT1983
alright, sounds good
09:42
BAndiT1983
will try to prepare some basic tests, like clipping, embedded viewer in a website, full page/fullscreen etc.
09:50
se6ast1an
great, just push whatever you have to the repo and then we can take it from there
09:52
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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11:09
se6ast1an
BAndiT1983: to get files from onshape to blender collada *.dae seems the best way
11:09
se6ast1an
gltf creates a lot of different meshes/objects
11:10
BAndiT1983
yep, seen the problem
11:10
BAndiT1983
that's why i've asked also for STL ;)
11:12
se6ast1an
stl works but is scaled wrong
11:14
se6ast1an
https://paste.pics/2cec8ec1fe4af2a6348255940288c8ed
11:15
se6ast1an
just pushed first files
11:15
se6ast1an
its not optimized for web yet as wood texture is still 8k images...
11:16
se6ast1an
but should work nicely as blender reference
11:16
se6ast1an
grid is also not complete yet as you can see in render
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11:30
BAndiT1983
have rescaled STL 2 times by 0.1, you can type it in after pressing S
11:31
BAndiT1983
great screenshot!
11:31
BAndiT1983
*have rescaled for local tests
11:33
se6ast1an
thanks
11:33
se6ast1an
yes that works as well
11:40
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
11:41
BAndiT1983
thetest was for sandblasted aluminium
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se6ast1an
off for now
12:02
se6ast1an
please commit once you have anything to share
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13:22
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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BAndiT1983
off for a moment
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BAndiT1983
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se6ast1an
back
15:28
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
15:28
se6ast1an
especially the blurry reflections will make it pop I'd say
15:29
se6ast1an
blurry, rough surface self reflection would be cool but not sure thats supported
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Bertl_zZ
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15:50
Bertl
morning folks!
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markusengsner
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se6ast1an
good day
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BAndiT1983|away
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17:32
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
17:35
BAndiT1983
alpha preview -> https://i2.paste.pics/14ca50fe48ba15c2c897ce7c919d1ca8.png
17:36
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
17:37
BAndiT1983
different angle -> https://i2.paste.pics/6d07d74f78ab2ef8f20ddaf96b5890a4.png, added OrbitControls to be able to move around the object
17:38
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
17:43
Bertl
why does it look so blue-ish?
17:43
Bertl
is that just the contrast to the brown tile floor?
17:43
BAndiT1983
HDRI is an outdoor one, so it's a place in front of a church in Münster
17:44
BAndiT1983
suitable one will be selected later
17:46
Bertl
anyway off for now ... bbl
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Bertl
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BAndiT1983
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se6ast1an
off to bed
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se6ast1an
good night
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BAndiT1983
good night
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