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    3DS Files, textures and importing into Isadora.

    How To... ?
    3ds textures 3ds texture 3ds player
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    • H
      hairi Beta Silver last edited by

      3D heaven on the way !!!

      Skulpture 1 Reply Last reply Reply Quote 1
      • Skulpture
        Skulpture Izzy Guru @hairi last edited by

        @hairi said:

        3D heaven on the way !!!

         Have fun - please share your results. Would love to see them!

        Graham Thorne | www.grahamthorne.co.uk
        RIG 1: Custom-built PC: Windows 11. Ryzen 7 7700X, RTX3080, 32G DDR5 RAM. 2 x m.2.
        RIG 2: Laptop Dell G15: Windows 11, Intel i9 12th Gen. RTX3070ti, 16G RAM (DDR5), 2 x NVME M.2 SSD.
        RIG 3: Apple Laptop: rMBP i7, 8gig RAM 256 SSD, HD, OS X 10.12.12

        1 Reply Last reply Reply Quote 1
        • H
          hairi Beta Silver last edited by

          I will asap. (i'm on a holiday for a week). Meanwhile I developed a little GLSL actor that is similar to Matte++ but more flexible. It allows to move and zoom the image projected on the 3D model. Just copy and paste the code in the attached file into a GLSL actor. 

          cheers 

          h

           

          1 Reply Last reply Reply Quote 2
          • H
            hairi Beta Silver last edited by Michel

            do not know if attachments work. here's the code:

            uniform sampler2D iChannel0;
            uniform vec3 iResolution;
            uniform float iTime; // ISADORA_FLOAT_PARAM(src_zoom_x, xz, 0., 10., 1.0, "source image zoom horizontal");
            uniform float src_zoom_x;
            // ISADORA_FLOAT_PARAM(src_zoom_y, yz, 0., 10., 1.0, "source image zoom vertical");
            uniform float src_zoom_y; // ISADORA_FLOAT_PARAM(src_scroll_x, xp, -10., 10., -0.0, "source image scroll horizontal");
            uniform float src_scroll_x;
            // ISADORA_FLOAT_PARAM(src_scroll_y, yp, -10., 10., -0.0, "source image scroll vertical");
            uniform float src_scroll_y; // ISADORA_FLOAT_PARAM(dst_zoom_x, xs, 0., 10., 1.0, "destination image zoom horizontal");
            uniform float dst_zoom_x;
            // ISADORA_FLOAT_PARAM(dst_zoom_y, ys, 0., 10., 1.0, "destination image zoom vertical");
            uniform float dst_zoom_y; // ISADORA_FLOAT_PARAM(dst_pos_x, xpo, -10., 10., 0.0, "destination image position horizontal");
            uniform float dst_pos_x;
            // ISADORA_FLOAT_PARAM(dst_pos_y, ypo, -10., 10., 0.0, "destination image position vertical");
            uniform float dst_pos_y; // ISADORA_INT_PARAM(mask, msk, 0, 1, 0, "mask source image repeats");
            uniform int mask;
            // ISADORA_FLOAT_PARAM(blur, blr, 0., 10., 0.0, "blur mask");
            uniform float blur; // ISADORA_FLOAT_PARAM(transp_thres, tt, 0., 1., 0.0, "black to transparent thresh");
            uniform float transp_thres; void main(void) {
            vec2 uv = gl_FragCoord.xy / iResolution.xy;
            vec2 stretch = 1.0 / vec2(dst_zoom_x,dst_zoom_y);
            vec2 zoom = 1.0 / vec2(src_zoom_x,src_zoom_y);
            vec2 pan = (stretch - vec2(1.0)) / -2.0; // compensation for stretching
            vec2 pan2 = (zoom - vec2(1.0)) / -2.0; // compensation for stretching

            vec4 image = texture2D(iChannel0, (uv 
            * zoom
            + pan2)
            * stretch
            + pan
            + vec2(src_scroll_x,src_scroll_y) 
            + (vec2(dst_pos_x,-dst_pos_y) * -stretch)
            ).rgba;

            image.a = step(transp_thres,length(image.rgb));
            if(mask > 0){

            float left = (1.0-(dst_zoom_x)) / 2.0;
            float right = 1.0 - left;
            float bottom = (1.0-(dst_zoom_y)) / 2.0;
            float top = 1.0 - bottom;

            left = left + dst_pos_x;
            right = right + dst_pos_x;
            top = top - dst_pos_y;
            bottom = bottom - dst_pos_y;

            float blurr = max(blur / 10.0,1.0 / iResolution.x); // size of one pixel image = image*smoothstep(left,left+blurr,uv.x);
            image = image*smoothstep(right,right-blurr,uv.x);
            image = image*smoothstep(bottom,bottom+blurr,uv.y);
            image = image*smoothstep(top,top-blurr,uv.y);
            }



            gl_FragColor = image;
            }
            mark 1 Reply Last reply Reply Quote 4
            • mark
              mark @hairi last edited by

              @hairi

              At risk of not adding substance to the conversation, it just made me happy to see someone sharing GLSL code. Highlike. ;-)

              Best Wishes,
              Mark

              Media Artist & Creator of Isadora
              Macintosh SE-30, 32 Mb RAM, MacOS 7.6, Dual Floppy Drives

              1 Reply Last reply Reply Quote 3
              • anibalzorrilla
                anibalzorrilla @Skulpture last edited by

                @skulpture Thanks a lot, Graham! Best regards.

                Anibal Zorrilla, https://intad1.wordpress.com. Buenos Aires, Argentina.
                Laptop OMEN, Win 10 64-bit, Intel Core i7 7700HQ @ 2.80GHz, 4095MB NVIDIA GeForce GTX 1050 (HP), 12 gig RAM

                Skulpture 1 Reply Last reply Reply Quote 1
                • Skulpture
                  Skulpture Izzy Guru @anibalzorrilla last edited by

                  @anibalzorrilla said:

                  @skulpture Thanks a lot, Graham! Best regards.

                   Welcome. I should make some more shapes really.... I slightly neglected this thread. 

                  Graham Thorne | www.grahamthorne.co.uk
                  RIG 1: Custom-built PC: Windows 11. Ryzen 7 7700X, RTX3080, 32G DDR5 RAM. 2 x m.2.
                  RIG 2: Laptop Dell G15: Windows 11, Intel i9 12th Gen. RTX3070ti, 16G RAM (DDR5), 2 x NVME M.2 SSD.
                  RIG 3: Apple Laptop: rMBP i7, 8gig RAM 256 SSD, HD, OS X 10.12.12

                  tomthebom 1 Reply Last reply Reply Quote 1
                  • tomthebom
                    tomthebom @Skulpture last edited by tomthebom

                    @skulpture

                    Or a tutorial how to add textures and export shapes from Blender, which is free. 2.7.9 still exports to 3ds, 2.8 makes problems exporting to 3ds. That would be such a treat! Kind regards, Tom

                    Izzy 3.2.6 ARM on MBP14'/2023/M2 Pro/ macOS 13.5

                    Skulpture 1 Reply Last reply Reply Quote 2
                    • Skulpture
                      Skulpture Izzy Guru @tomthebom last edited by

                      @tomthebom said:

                      @skulpture
                      Or a tutorial how to add textures and export shapes from Blender, which is free. 2.7.9 still exports to 3ds, 2.8 makes problems exporting to 3ds. That would be such a treat! Kind regards, Tom

                       Good shout. I might do that.

                      Graham Thorne | www.grahamthorne.co.uk
                      RIG 1: Custom-built PC: Windows 11. Ryzen 7 7700X, RTX3080, 32G DDR5 RAM. 2 x m.2.
                      RIG 2: Laptop Dell G15: Windows 11, Intel i9 12th Gen. RTX3070ti, 16G RAM (DDR5), 2 x NVME M.2 SSD.
                      RIG 3: Apple Laptop: rMBP i7, 8gig RAM 256 SSD, HD, OS X 10.12.12

                      bonemap 1 Reply Last reply Reply Quote 1
                      • bonemap
                        bonemap Izzy Guru @Skulpture last edited by bonemap

                        @skulpture said:

                        2.8 makes problems exporting to 3ds.

                         I am a big fan of the Blender 2.8 texture mapping tools. But I think you are right about not being able to create Isadora compatible 3ds files directly out of Blender. I use Cheetah 3D and MeshLab to condition the forms I make in Blender for use in Isadora. But it is still a better modelling and texturing experience to start the process using Blender 2.8.

                        Best wishes

                        Russell

                        http://bonemap.com | Australia
                        Izzy STD 4.2 | USB 3.6 | + Beta
                        MBP 16” 2019 2.4 GHz Intel i9 64GB AMD Radeon Pro 5500 8 GB 4TB SSD | 14.5 Sonoma
                        Mac Studio 2023 M2 Ultra 128GB | OSX 15.3 Sequoia
                        A range of deployable older Macs

                        1 Reply Last reply Reply Quote 1
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