Solid color support, project sampling support
The first iteration of supporting solid color for meshes has been added. This is for meshes that do not contain a texture but instead use a material with a solid color. Some examples are available here (you may need to import into blender and then export as glb.)
A reminder that for the glb/gltf embedded model, it still only supports a single texture and do not include other textures (such as normal map, bump map, etc.) I am working to see if multiple textures can be supported. That being said, a single texture will still perform better, since it will not create a renderer state switching to change textures.
Project sampling for embedded textures is now also supported (e.g. nearest vs trilinear). Currently, the sampling change will only take effect during runtime, until C3 adds the support for finding project sampling settings in editor mode.
If you see an older model which is using C3 image texture appear as white, this usually means that the gltf used does not include a textured material for the mesh, so you will need to add one to the model (using blender, etc.)
I have also focused on using 'regular' z axis rather than normalized z axis, because it's more intuitive for all 3d cases and also adds support for changing project fov.
So, it's recommended to set 3DObject projects to 'regular' z-axis settings.
Files
Get Construct 3 3DObject Plugin - SDK V1 only
Construct 3 3DObject Plugin - SDK V1 only
Construct 3 3DObject, loaded from 3D model files (gltf embedded format)
Status | Released |
Category | Assets |
Author | kindeyegames |
Tags | 3D, construct, construct-3 |
More posts
- Congrats to dev Bilge on new game release!16 days ago
- Add ACES: disable/enable all nodes30 days ago
- fix opacity and color for non 3dobject renders30 days ago
- Fix opacity and color tint for static geometry and gpu skinning31 days ago
- Complete uniform caching for worker mode also43 days ago
- Add back uniform location caching (speed up render)43 days ago
- Fix - gpu-skinning, worker mode w/ non-skinned nodes44 days ago
- Crash fixes45 days ago
- Add basic Draco (mesh compression) support46 days ago
- Fix vector color for models with vertex color53 days ago
Comments
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I can't figure out how to change solid colors. Do I need to export the model with different materials for the different solid colors? Can I just change the color of a material that's already a solid color? I'm using Kenney's minigolf assets, and I'd like to be able to change the colors of the green, walls and obstacles without exporting multiple different models. Thanks!
It’s not possible to do that. You would need to different exports. The one thing you could do is change the color of the entire 3DObject (use set color or property), or apply an effect like replaceColor or Two Color Tint.
Ah okay, thanks for letting me know! I thought the change color effect was bugged for the 3dobject but I just tried it again and it works, just doesn't display properly in the editor. Thanks again!