I'm using Unity 5.4.f1 and I'm trying to make make a water similar to Where's My Water using particles...
The main issue I have is creating the white outline on particles:
Does anyone have experience with this or perhaps a link that might point me in the right direction? I have my particles blue and reacting nicely together in terms of movement, it's just the white outline that I can't seem to work out right now.
Thanks
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Hi guys I have 2 major queries that are stumping me.
I am very new and fresh to blender so reply with that in mind please.
I am currently drawing a 2D character and every time I try to draw on a new layer on the G Pencil stroke layer blender restarts. To work around this Ive added a second g pencil and now I can continue drawing without blender restarting. But now Im unsure of how to place the the layer in front or behind. If i change the plane of the stroke and bring it forward sometimes the drawing glitches out. Changing the hierarchy of the strokes does nothing. What am I missing here. the first stroke does have 100s of layers.
Secondly I am trying to draw a landscape in 2D in a Ghlibi art style. Which to do that Im using the g pencil and changed some of the stroke attributes to say layer the grass for texture in the landscape. Then I reached a point where the stroke would no longer render for me to view what I was doing. Im assuming theres too much detail for my cpu to process Is there a way to flatten the drawing I have done soo far so its easier to render rather than it being an active layer. This is something that you can do in photoshop effortlessly when painting with a brush so maybe Im using the wrong method. Please advise?
Thanking anyone that can help in advance
Im expecting to be able continue the the character whilst being able to select layers at the front or back.
Im expecting to be able to continue drawing the landscape without losing the rendered look so I can see what im drawing.
I am trying to implement a tool into my application. the tool would allow the user to plot a triangle meshes using the mouse. I have looked everywhere for a way to do this, tutorials, examples, etc and have not been successful. I have seen the FXyz library but that does not really simulate What I am trying to accomplish. The goal of the program looks as follows:
Use Case Sequence:
The user adds a png image to the 3D scene or drags it into the 3D scene using the mouse.
Once the image is being displayed the user would then be able to plot a mesh around the image.
Once the user has finished plotting the mesh. There would have to be a way to add the image being overlayed by the mesh as a texture to the mesh. The image should look the same after being added as a texture. Is this too hard or beyond the scope of what can be achieve in JavaFX?
Theoretically It would then be possible to drag the vertices of the mesh at draggable points and successfully applying transformations to the texture. Would this be possible?
Images showing what I am trying to achieve
As you can see maybe after plotting the mesh the points connecting the vertices can be dragged in order to manipulate or transform the shape of the mesh. If the mesh has a texture over it. would the image then also transform ?
Would this be possible with the TriangleMesh class that JavaFX has which by the way there is very little out there which explains how to use it and how the points, face points and texture points work. Very confusing =(.
Target End Result
My question is would the type of manipulation shown in the image above be possible in JavaFX? Can this sort of functionality be achieved using the TriangleMesh class or other similar class in JavaFX ? As you can see what I am trying to achieve is really image manipulation I would appreciate knowing if there is another better way to do this.
I unfortunately do not have any code I can share. I just cant seem to produce any regarding this task. I am not asking to be given code or for someone to solve the problem for me. I just want to see examples be guided into the right direction on how to do this and to know if it is even possible or should I just give up on it!
If you have read this far Thank you so much for your time I really appreciate it.
I have read your question till the end :-) In contrast to many people here you are at least providing a clear description of what you want to achieve. According to my own experience I would say that what you want to do is easily possible with JavaFX and the MeshView is the way to go here.
You can use your image as the texture for this mesh and you can distort the image by manipulating the vertices of this mesh. I have implemented part of your functionality myself for a project so I know that it works.
I'm working on a floor design app that allows the user to pick preset floor images and view them within a preset room image.
My problem is I'm struggling to get the perspective of the floor image to match the room image properly. I have played around with setting the height of the viewpoint and the tilt but is there a way to calculate what these should be by using the real world measurements of the floor and room image? My knowledge in perspective drawing is very limited so I apologise if I'm using the wrong terminology.
Any help or advice would be appreciated.
Thanks
You should try to find the vanishing point of the structural lines of the room. There are many line-finding algorithms for this.
You have to find two vanishing points, for the two main directions of the floor. On your example, one vanishing point is at the convergence of all red lines, the other one is far on the left side, at the convergence of he blue lines.
Once you have this, you can build a regular tiling starting from these two points:
To map a texture on the floor, you just have to find the bounding rectangle following the tiling:
to stretch your texture inside it:
and to remove extra parts and apply shadows:
I would like to add a sphere with a 2d gradient as texture to create a skydome. I read that in openGL this is often solved by rendering the skybox without depthtest in an additonal pass.
I disabled depthTest on my sphere so everything else is drawn in front of it, it's kinda giving me the disired effect but depending on the camera angle it clips through other objects in my scene.
I was looking at several examples which make use of THREE.EffectComposer and a second scene, I may be completely after the wrong thing here but I think that could solve this. The thing is I havent ever touched the effectComposer and have no idea at all how to work with it and which things i exactly need.
I would aprreciate any input on this, maybe I'm after the wrong stuff at all.
Here are two three.js examples in which a skydome with a gradient is created. They do not involve EffectComposer or disabling depth test.
http://mrdoob.github.com/three.js/examples/webgl_lights_hemisphere.html
http://mrdoob.github.com/three.js/examples/webgl_materials_lightmap.html
three.js r.55
You dont have to use a cone or other 3D-geometry to simulate a gradient sky.
I solved it using a canvas (with 3 gradient-spots, lightblue -> white (horizon) -> darkblue) and draw it as sprite in front of my camera with the right distance to it (fog-distance).
You only have to manage the distance when moving/rotating your cam.
Tip: Use mesh.scale.set (xx,xx,1) to zoom the canvas-texture to needed size.
With most modern browsers is easy to create rounded corners in CSS, so I was wondering if its posible to create a rounded corner that bend outwards or if I still need to fire up PhotoShop for creating such an effect.
The bottom foot in "See tab" from the picture below demonstrates what I am trying to do with CSS:
note: I am unsure if foot is the correct word for this (which have made googling it hard) so if anyone knows the real (or better) term then please let me know and I will update the question accordingly.
Chop that problem up into segments so that the illustration would have a blue shape with one rounded corner on top of a white background, next to the "See" tab, and so on. By picking the colors carefully, and using shapes that you know you can generate, you can establish a pattern that will work with the tools available.
Notice that you do not have to round all corners on a rectangle. You can specify, for example, bottom right.
Reference: http://www.css3.info/preview/rounded-border/