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  • Oct 31 2017 21:08
    JordanDelcros closed #4
  • Oct 23 2017 14:09
    spacorum commented #4
  • Oct 23 2017 13:58
    spacorum commented #4
  • Oct 23 2017 09:20
    JordanDelcros commented #4
  • Oct 22 2017 14:16
    spacorum commented #4
  • Oct 22 2017 14:13
    spacorum edited #4
  • Oct 22 2017 14:01
    spacorum edited #4
  • Oct 22 2017 13:58
    spacorum edited #4
  • Oct 22 2017 13:56
    spacorum edited #4
  • Oct 22 2017 13:49
    spacorum edited #4
  • Oct 22 2017 13:45
    spacorum opened #4
  • Sep 27 2016 15:56

    JordanDelcros on dev

    some fix in image generator/rea… (compare)

  • Sep 26 2016 19:56

    JordanDelcros on dev

    progress on image generator/rea… (compare)

  • Sep 26 2016 16:07

    JordanDelcros on dev

    Rework image generator due to �… (compare)

  • Sep 25 2016 23:14

    JordanDelcros on dev

    start image parsing (compare)

  • Sep 21 2016 16:16

    JordanDelcros on dev

    Almost completely generate the … (compare)

  • Sep 21 2016 01:14

    JordanDelcros on dev

    Progress on image generating (compare)

  • Sep 20 2016 02:46

    JordanDelcros on dev

    do some tests, tiny fix, jump t… (compare)

  • Sep 19 2016 17:05

    JordanDelcros on dev

    Found very close lossy compress… (compare)

  • Sep 19 2016 16:47

    JordanDelcros on dev

    Continue to search compression … (compare)

docpar
@docpar
Agree. Will let you know how it progresses.
Jordan Delcros
@JordanDelcros
ok gl
Heres three more examples
docpar
@docpar
The command line program seems to be off on the mtl values. I have included the blender files so you can see the differences.
docpar
@docpar
Hey Jordan, did I lose you? Sorry to be a pain.
Jordan Delcros
@JordanDelcros
Hey ! Nope ! I just hav a lot of stuff to do so I do my best ! :)
What s the problem exactly ? You try tl convert them to images and the script bypass materials ?
docpar
@docpar
Thanks. The bumpScale in objimg does not produce the same bump scale in the mtls.
The differences are not proportional as well. One image can be off by 10% , another by 50%.
Jordan Delcros
@JordanDelcros
Ok I'll check that this weekend.
Jordan Delcros
@JordanDelcros
Okay... my bad, I figured that the bumpScale has to be between 0 and 1.
I thinked it was between 0 and 'Infinite' that s why the values under 1 was so ugly.
I just update the script :)
So now bump scale can be between 0 and 1
Jordan Delcros
@JordanDelcros
And also, it can't handle float more than 4 numbers after coma
cause
(255*255+255) / 0.0001 = 652 800 000
so to store 652 800 000 I ve to store :
652 800 000 / (255*255+255) = 10 000
so 10 000 pixels
but I split the number intro boths to divide number of pixels
so more the number is precise more the pixels will flow
Jordan Delcros
@JordanDelcros
You can download the last version on NPM or GitHub
;)
tell me if everything is OK
docpar
@docpar
checking now
Ahmad Mhd
@CoolRoot
Hello :D, is this project live ?
Jordan Delcros
@JordanDelcros
Yes I m busy but still working on v2
Ahmad Mhd
@CoolRoot
different from the one on GitHub ?
Jordan Delcros
@JordanDelcros
Yes
Ahmad Mhd
@CoolRoot
nice :)
Jordan Delcros
@JordanDelcros
Way different why ?
Ahmad Mhd
@CoolRoot
I'm using the latest three.js, is the old one compatible with it ?
I like the idea of the project
I ran into some issues with the current version
Jordan Delcros
@JordanDelcros
Oh ! I didnt test the v80+
But I can check
Ahmad Mhd
@CoolRoot
I hope so
how about having OnProgress in addition to OnComplete ?
it will be very useful for big files, like the one implemented in threejs loaders
I think this idea of encoding 3d model into png is better than compressing the model at the web server then decompressing at the client, I've been searching for replacement methods and this was the best :)
Jordan Delcros
@JordanDelcros
Ah ah cool!
Yes, it could be good to have a progress event
I'm also making this into ES6/7
but the v2 request me a lot of time... there is so many things to enhance...
rjsgml5698
@rjsgml5698
I have a question and sent it by e-mail. I would appreciate your reply.
rjsgml5698
@rjsgml5698

Mail delivery failed .. Good morning. I am a student studying in Korea.

Please consider my poor English ability.

I think the main purpose of OBJimg.js is to lighten and speed up the conversion of obj to png.

I converted the large obj file to png. And we measured the rendering time in the web browser. The sum of the converted png's capacities is about 225MB combined with the texture file.

However, unlike what we expected, the time to fully load took much more than obj. Pictures will be attached separately. This is what I'm interested in.

  1. As the size of the file grows, I wonder if it will cause more load on png than obj.

  2. Is it a process of creating a png image by pixelizing vertex, normal, etc., and converting it back to three.js? I want to understand the specific principle, but I do not know ....

Thank you for your precious time.

shrutikunapuli
@shruti-visala1
Hello I am facing difficulty is running your code
@JordanDelcros