collective virtual portrait during a #pandemic ... (not the 1rst!)
this archery guild ( > 600yo!) cannot meet for months nor participate to a bigger annual walk
Now they have participated to a virtual meeting by sharing photos of them with masks we gathered in a 3D space of the historical shooting range.
I'm so happy with #mozilla #aframe #vr framework ... it works in a snap to present projects on any terminal (2d magic mirror, desktop fps or hmd)
the process to bake the lightning in #blender #b3d is still a bit touchy (from my pov regarding people with no prior 3d pipeline knowledge) but the end result in term of "convenience" for once with #floss is priceless
<3 to the devs
and hope they join the fediverse at some point ( :z they still use discord/birdsite to coordinate/communicate :/)
and now a higher backside with hollowing and more interlocking work (not very visible here)
I think I'm near the point I can make a test, it fits on the plank, I just have to push the design in inkscape to extract a gcode
so apparently concerning "viewport-texture" there is no implementation in blender 2.8x to this day ?
I'm looking for the way to have the view from one/x camera(s) available as texture for objects
in 2.5+ we could use the Game Engine Video Texture module to do crazy things including realtime #videomapping , mirrors, virtual cams, larsen effects
I don't find the way in 2.8+ although it sounds like it could be doable with viewports? (unfortunately BenoitB is not around anymore... ) #b3d
ILM is using "video projection mapping" techniques now to set the backgrounds of the scene, using realtime 3D rendering with perspective correction from the camera pov. It has many advantages over green screen.
It seems nowadays their best solution uses out-of-range LCD screens that needs 5y to grow the crytals for (!) but used laser projectors and led walls too
2 good pres. today #bconf talked about the Video Sequence Editor in #b3d #blender : specifically pointing the ability to use it to assemble and edit your entire project. By combining scenes, you can quickly jump from edit to scene, and even using that to block then replace fully done shots along the work. You can even work with linked scenes edited on a network by other people !
I worked like that last year for a music video commission : (green bar are scenes) (repost)
you ask the blender game engine to add 0.1 or subtract 0.01 from a variable initally set at 1.0 depending or whether you click on the mouse or not, and you end up with ...
ho wow ... I did not tried it before but you can actually install blender 2.79b from the #raspbian repo on the #raspi 3b / 4b and it's actually totaly usable even on the 3b, including the game engine ... (a little slow at HD res but still! )
it totaly beats #godotengine on the #raspberrypi 3b as I can even load a bunch of images that made godot freeze ... (but godot had higher fps when loading on demand...) cool for education also as you can model and render simple things too #b3d
variations using other sources as second style input (some stone and a brick wall) and test with some normalmap extracted from a photogrammetry scan of the stone wall ... (it messed it pretty much but still keeps some feature visible in the details)
hope I wont go too deep in this tempting latent space ;)
the automatic creation of those transition zones between surfaces is pretty amazing imho ...
generating texture from sample through style transfer I think will become something ...
here I did a test with a simple wall model from scratch, from which I baked the Ambient Occlusion map (right bottom), that I passed in the GMIC style transfer tool with a stone wall photo as style ref. ...
there is still some tweaks to get but it did applied something resembling stone with a variation following the shape and without dreaded "tilling" effect
so they put you on the plank, and force you to jump upon surprise, under the cries of the team...
noone seems to understands.
Then from far, when wondering how long it floats, you see some other jumping when the ship starts to sink slowly ...
then you see the blank corvette reaching in and some transbording the coffers...
and you understand
so there is GSoC project to integrate an OpenXR driver to #blender #b3d that's well in the making. This is great news that someone work on this together with the people from Marui
After #godotengine it would be the second software to get OpenXR compatibility.
the last bit would be to have OpenHMD to get positional tracking for the Lighthouse system so we could have a full stack on libre software not depending on unstable proprietary and intrusive middleware.
art, design, computers, electronics, woodwork, 3d/VR and video mapping, building the commons with libre technology and culture - en/fr zebra oddity...
The social network of the future: No ads, no corporate surveillance, ethical design, and decentralization! Own your data with Mastodon!