Pretty cool ! By the way, what have you used to make the spheres looks like that ? i like that look !

Like Tutorial Doctor say, it's ramp material using the reverse scalar product between the normal of the face and the position of the camera, like this higher is the scalar product, lower is the the value.
after I multiply the value and the MaterialEmit.

fragment shader:

    vec3 N = normalize(normal);
    float v = dot(normalize(-position), N);
    
    v = 2.0/pow((1+v), 4.5); // you can change 2.0 with what you want to play on the contrast
    gl_FragColor = vec4(MaterialEmit*v, 1.0);

thanks wink

I couldn't close the window. Perhaps add a key event for escaping?

Yes, That would be a good improvement, but in fact I have no idea how to do this ^^

Thanks for your comments wink

Hi maratis users wink

for one of my university project, I had to do a program that can store the differents points (representing the places of a ski resort) and the roads that link the points together.

all the informations is contain in a file like this one :

5 // nb points
1    villaroger    1200    // name of the points / altitude    
2    2    1425        
3    3    2135        
4    4    2458        
5    aiguille-rouge    3226            
3 // nb edges
1    aiguille-rouge    TPH    2    5 // name of the edge / type of the edge / index of the start point / index of the end point
2    aiguille-rouge1    N    5    4
3    aiguille-rouge2    N    4    3

The final purpose is to apply a shortest path algorithm on any of two points of the graph, so i decided to use maratis for a 3d graphical representation of the graph

controls :
-> z,q,s,d : move in the scene (free flight code supply by anaël)
-> maj : display the points name
-> left click : select first point - second point
-> right click : erase the selection

the source code of the project is contain in the folder, if someone is interested wink

Have fun with maratis !

https://www.dropbox.com/s/528kbh3nt4evrpi/published.zip

http://img15.hostingpics.net/pics/410985ensemble.png

http://img15.hostingpics.net/pics/442877shortest.png

okay, thanks for your quick answer wink

Hi Maratis users,

I don't remember if the subject was already covered, but what is the simple way to assign different materials on several instance of the same mesh ?

for example here, all of the instance of the mesh "point" created in the scene should have differents materials.

getGlobalFilename(filename, workingDir, "meshs/point.mesh");
ptMesh = level->loadMesh(filename);

_points.resize(nbPoint);

for(i=0; i<nbPoint; i++){
        ent = scene->addNewEntity(ptMesh);
    ent->createPhysicsProperties();
}

Hi maratis users wink

For one of my university project, I had to rehabilitate an industrial wasteland and to make a modelisation of the final project, and of course, I used blender/maratis to render it.;)

With a partner, we chose the fischer brewery that is located in Strasbourg, and decided to transform it in a entertainment complex.

Now that the project is finished, I would like to share with you the maratis project :

http://img15.hostingpics.net/pics/422070mod1.jpg

http://img15.hostingpics.net/pics/292405mod4.jpg

http://img15.hostingpics.net/pics/831529mod5.jpg

http://img15.hostingpics.net/pics/446455mod2.jpg

Download link

I hope you will enjoy it wink

8

(9 replies, posted in Showcase)

quite funny  smile

Do you Know that you can blend several texture thanks to a glsl shader to make better terrain ?

the thread is here :
http://forum.maratis3d.com/viewtopic.php?id=15

9

(59 replies, posted in General)

This blend shader is only useful for terrain with a single diffuse map, and blend several specular and normal map.

At first, I have thought that is the best solution to make complex terrain, but after I changed my mind to a shader who blend :

1 : blend map (use r, g, b and dark compound)
2 : diffuse 1
3 : normal 1
4 : diffuse 2
5 : normal 2
6 : diffuse 3
7 : normal 3
8 : diffuse 4

I'll post it, when I'll return to my home wink

this is work, thanks wink

Ok, it's work after a ctrl+A > apply > location on all objects, the origin is unique for all objects.

I'm sorry for the double-post, but I have a problem :

When I want export several objects in a .mesh file, the bounding box is too narrow, I must transform the object in a single object in blender to have a good bounding box :

http://img15.hostingpics.net/pics/390750essai1.jpg
The left building is formed by several objects and the right building with one object

http://img15.hostingpics.net/pics/949061essai2.jpg

This is quite annoying because sometime some objects of the left building vanish (the squares at the top of the towers) ...

Ok, It's my mistake, after changing the add-one, blender must be restart, I'll know it for the next time wink
Thanks for the job wink

I have always the same problem :

subVert.uvs[uvlayer.name] = uvlayer.data[face.index].uv[id]

MeshTexturePoly has no attribute uv

Hi wink, yes I removed the oldest before importing the new one.

I made a simple test  : export a plane with two textures, but I have another message now : "MeshTexturePoly has no attribute uv".

Have you succeded to export a mesh with UV coord with the 2.63 add-on ?

I tried this update on my 2.63 blender version, but I also have a "mesh object has no attribute faces" ...

Thanks Tottel wink

They can't be used as a tiled texture though, because of all the details in them.

Yes you are right, but I can very simply remove the rocks, that's not a problem wink

Hi, I made some sand textures wink :
http://img15.hostingpics.net/pics/272524sandDiffuse.jpg

http://img15.hostingpics.net/pics/300601sandNorm.jpg

Please, tell me what materials are needed wink

19

(4 replies, posted in Tutorials/Examples)

First, congratulation for the new package option available on the new maratis update, it works great wink

I have one question : how can we settle the screen resolution ?

Yes, it's would be fine, thanks smile

Ok, I have access to the AquaGate project DropBox , can I have just a list of which marterials are needed ? wink

I have already a dropbox account and I think that's a great way to share and organize our work.

I believe that a way to allow someone to have an access to the dropbox is to invite him by sending him an e-mail

Concerning an underwater-shader, maybe this can be useful to make fog wink
http://www.ozone3d.net/tutorials/glsl_f … php?lang=1
(but this tuto is in french ...)

EDIT : Ok, I got it wink

I will be very happy, if I can contribute to this project by making textures,
Some examples of my work :

(all these textures are tileable)

GoudronDiffuse
http://img88.xooimage.com/files/a/b/c/bateaunorm-36b2f29.jpeg

GoudronSpecular
http://img87.xooimage.com/files/7/1/7/bateaunormspec-36b2f32.jpeg

***

wallDiffuse
http://img89.xooimage.com/files/0/9/8/murdiffuse-36b2f3b.jpeg

wallNorm
http://img86.xooimage.com/files/d/5/c/murnorm-36b2f46.jpeg

***

metalPlateDiffuse
http://img86.xooimage.com/files/d/9/8/plaquemetal-36b2f4e.jpeg

metalPlateNorm
http://img89.xooimage.com/files/c/b/4/plaquemetalnorm-36b2f54.jpeg

***

oceanGroundDiffuse
http://img86.xooimage.com/files/b/f/f/rocheoceandiffuse-36b2f60.jpeg

oceanGroundNorm
http://img89.xooimage.com/files/5/b/f/rocheoceannorm-36b2f6a.jpeg

24

(45 replies, posted in Showcase)

Hi Vegas, That's a impressive work ! wink

Ho, I am sorry, next time I will be more watchfull, thanks for your answer wink