diffuse | music player that connects to your cloud/distributed storage | Storage library
kandi X-RAY | diffuse Summary
kandi X-RAY | diffuse Summary
Available at diffuse.sh and for download.
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of diffuse
diffuse Key Features
diffuse Examples and Code Snippets
Community Discussions
Trending Discussions on diffuse
QUESTION
Goal: add default material to all child node on a Scenekit scene.
What I did:
...ANSWER
Answered 2022-Apr-01 at 08:48Try this code:
QUESTION
i create a simple scene with a cube and a floor for study propose.
i set the delegate to self, but I can't understand why my render stop print out my message after 12 frame.. my I know why it stop? should not running forever since my scene is in view?
here my custom scene:
...ANSWER
Answered 2022-Mar-18 at 11:40This is for performance and energy efficiency reasons. If nothing changes in the scene then rendering the same content again is wasteful.
You can have a look at the rendersContinuously
property.
QUESTION
Please consider the snippet below. It plots a set of spheres connected by some segments. The function to draw the smooth spheres comes from the discussion at
How to increase smoothness of spheres3d in rgl
What puzzles me is the following: when I zoom in/out the RGL plot, the spheres and the segments behave differently. In particular, if I zoom in, the segments look rather thin with respect to the spheres, whereas they look really wide when I zoom out.
Is there a way to correct this behavior, so that the proportion between the spheres and the segments is always respected regardless of the zoom level? Thanks a lot
...ANSWER
Answered 2022-Mar-07 at 09:44Thanks for the valuable suggestions. Resorting to cylinders got the job done. For the setting up the cylinders, I really made a copy and paste of part of the discussion here
https://r-help.stat.math.ethz.narkive.com/9X5yGnh0/r-joining-two-points-in-rgl
QUESTION
I'm trying to make shaders for my game. In the fragment shaders, I don't want to set the color of the fragment but add to it. How do I do so? I'm new to this, so sorry for any mistakes.
The code ...ANSWER
Answered 2022-Jan-20 at 10:11You can not get the color of the fragment you're writing to. In simple scenarios (like yours) what you can do is to enable blending and set the blending functions to achieve additive blending.
For more complex logic you'd create a framebuffer object, attach a texture to it, render your input(e.g. scene) to that texture, then switch to and render with another framebuffer(or the default "screen" one), this way you can sample your scene from the texture and add the lighting on top. Read how to do this in detail on WebGLFundamentals.com
QUESTION
This a jelly shader from unity asset store yet I cant figure out how to make it always active as it requires 2 vector3 (_ModelOrigin and a __ImpactOrigin). Any ideas on how to edit it is always active?
Thats how I use it right now :
...ANSWER
Answered 2021-Oct-14 at 19:34Simplest solution is to just remove them as properties and calculate the model pos based on the object to world transform and then use your offset to set the impact origin.
That way you don't need to set those parameters in c#, it should "just work".
QUESTION
My question is: How to forecast out of sample values with exogenous predictors using the Statsmodels state-space class TVRegression and the custom data provided in the example (see link below). I have spent several hours searching for examples of how to forecasts out-of-sample values when the regression model contains exogenous variables. I want to build a simple Dynamic Linear Model class. I found a class in Statsmodels, TVRegression (see here), [https://www.statsmodels.org/dev/examples/notebooks/generated/statespace_custom_models.html][1] that should solve my problem. The TVRegression class takes two exogenous predictors and a response variable as arguments. I copy and pasted the code and ran the example in the link above without a problem. However, I am unable to produce a simple out-of-sample forecast, even using the example data given. The TVRegression class is a child class of sm.tsa.statespace.MLEModel and thus should inherit all of the associated methods. One of the methods of sm.tsa.statespace.MLEModel is forecast() and according to the UserGuide I should be able to provide a simple step argument and get out of sample forecast: MLEResults.forecast(steps=1, **kwargs). The code used to generate the dependent :y and the independents(exogs) x_t;w_t
...ANSWER
Answered 2021-Dec-30 at 03:33Solution: The easiest way to do this is:
First redefine your constructer as:
QUESTION
In the attempt to get diffuse lighting correct, I read several articles and tried to apply them as close as possible.
However, even if the transform of normal vectors seems close to be right, the lighting still slides slightly over the object (which should not be the case for a fixed light).
Note 1: I added bands based on the dot product to make the problem more apparent.
Note 2: This is not Sauron eye.
In the image two problems are apparent:
- The normal is affected by the projection matrix: when the viewport is horizontal, the normals display an elliptic shading (as in the image). When the viewport is vertical (height>width), the ellipse is vertical.
- The shading move over the surface when the camera is rotated around the object.This is not much visible with normal lighting, but get apparent when projecting patterns from the light source.
Code and attempts:
Unfortunately, a minimal working example get soon very large, so I will only post relevant code. If this is not enough, as me and I will try to publish somewhere the code.
In the drawing function, I have the following matrix creation:
...ANSWER
Answered 2021-Dec-24 at 14:40Lighting calculations should not be performed in clip space (including the projection matrix). Leave the projection away from all variables, including light positions etc., and you should be good.
Why is that? Well, lighting is a physical phenomenon that essentially depends on angles and distances. Therefore, to calculate it, you should choose a space that preserves these things. World space or camera space are two examples of angle and distance-preserving spaces (compared to the physical space). You may of course define them differently, but in most cases they are. Clip space preserves neither of the two, hence the angles and distances you calculate in this space are not the physical ones you need to determine physical lighting.
QUESTION
I exported a default cube from Blender 3.0 to gltf+bin. I try to draw it in pure WebGL.
It is just a very simple example. You will see magic numbers in this example like:
...ANSWER
Answered 2021-Dec-14 at 09:38The indices appear to be 16-bit integers instead of 8-bit integers:
QUESTION
I am using unity.
I used Triplanar to make the top of the cube as snow terrain and the rest of the sides as cliff terrain.
Here I have to insert a normal map.
However, if the normal map is applied, the image of the cliff face is covered with the image of the snow terrain.
...ANSWER
Answered 2021-Dec-09 at 23:54According to the documentation, you need to use WorldNormalVector(IN, o.Normal)
instead of IN.worldNormal
if you modify o.Normal
;
And, to apply the normal to only one side, you can simply use a neutral normal (.5,.5,1) for the other sides and use the same lerp trick you do with the albedo:
QUESTION
I am trying to add two images together.
When I do so in GIMP, using the 'Addition' layer-mode I get the following desired output.
Now, I am trying to execute this in Python, however I can not manage to get it working properly. According to the gimp documentation, as far as I understand the formula for addition is simply the addition of each pixel, set to a max of 255.
Equation for Addition mode: E = min((M+I), 255)
I try to apply this in Python but the output looks different. How can I get the same output in Python as the gimp addition layer blending mode?
My attempt:
...ANSWER
Answered 2021-Dec-06 at 06:16With help from user Quang Hoang, I learned that GIMP by default has an implicit conversion (sRGB to linear sRGB) of the two layers before applying the addition.
As such, to recreate this behavior in python we need the following functions to convert back and forth from sRGB to linear sRGB. Functions inspired by this question and this answer.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install diffuse
Elm packages are available at elm-lang.org. If you are going to make HTTP requests, you may need elm/http and elm/json. You can get them set up in your project with the following commands: elm install elm/http and elm install elm/json. It adds these dependencies into your elm.json file, making these packages available in your project. Please refer guide.elm-lang.org for more information.
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page