I had a toy renderer for #gltf models. It worked fine before, but it used to ignore all the cameras, and camera nodes. Instead, it used to scale/translate each model such that it fits in a 2x2x2 box centered around (0, 0, 0) and then it uses a constant view and projection matrices to render the model.
I modified this toy such that it now uses the camera and camera nodes, if any. The projection matrix now depends on the camera settings, and the view matrix is the inverse of the matrix of the node with the camera.
The toy supports both #webgl and #webgpu ... In WebGPU it renders fine only if I use a projection matrix with reversed Z (near = 1, far = 0). Otherwise, the artefacts shown in the photo below appear. In WebGL, these artefacts appear no matter how I tweak the projection matrix. They seem to be some sort of Z fighting.
Support for AgX tone mapping (Blender 4.0's default) is available today in three.js r160 — huge thanks to @garrettkjohnson for getting this implemented, and to @troy_s for the long work of creating it and educating others.
To debug lasers in #bevy I slowed them down, WAAAY down, actually love how it looks, also bonus you can break your robot on your own lasers, since only the lasers are slowed down : bug or feature ?
Also , a sneak peak at the various Bevy components defined in #Blender (4.0), a bit overkill, but everything is settable easily and is embedded in the #gltf files
In practice, I am loving my workflow and #bevy_gltf_blueprints more and more ! Fast iteration & problem solving.
Upgrading some of my crates/ demos for #BevyEngine 0.12, and doing some improvements in the process: this is my vertex animation demo
In the old version (see next post), since the #gltf file is split by colors, you end up with holes between them in the animation (AABB based, one per object, passed to the shader)
in the new version I traverse the gltf hierarchy to generate a compound AABB for the whole model, and pass that one to the shader, problem solved)
Coming soon, a major upgrade of the #blender side of my blender -> #gltf -> #BevyEngine tooling:
(auto_gltf_export)
"smart" export: ie it will automatically (on save) export only the objects or collections that actually changed to individual gltf files! This is a huge speed & efficiency boost
support for any number "level" scenes & "library scenes", no more limited to one for each
improved UI & UX (ui to pick actual scenes of your blend file instead of text fields) etc
Finally released the #blender#gltf workflow crates for #BevyEngine !
Now you can create #blueprints for Bevy using gltf files with embedded components and spawn them easily and also have tiny gltf files for your levels, with the blueprints being spawned from separate files automatically !
The Blender add-on also automatically exports your collections !
A project that generates real world meshes in Houdini using the Google API. My python library for handling GLTF files is one little piece of it which is amazing.
For the Blender tooling, a toggle to enable replacing collection instances with empties with special components, and auto-exporting each of the source collections to separate #gltf files
Bevy side code to spawn each gltf file with the correct components at the right spot
Anyone into #khronosgroup open standards, there are a number of live streamed birds-of-a-feather sessions being live streamed today for #vulkan#gltf#openxr and the new #metaverse standards forum.
define Bevy components as custom properties in Blender , now using RON (much cleaner syntax!) , and better custom properties support (colors, vectors , etc :)
a Blender Add-on (optional) to auto export to gltf on save
I really wish the big 2 game engines spend more time making #glTF viable than #USD.
Look I know how flexible USD can be, but it will never be the defacto pipeline for a majority of game companies.
You have to dedicate so much engineering efforts to get USD pipeline running, that you might as well build your in house format (many AAA did, they had this need before USD came along).
Meanwhile glTF is happy to serve 95% of your asset / scene needs. Folks please give glTF a better look.