3D model renders partially dark on ARToolKit - artoolkit

I try to display a simple 3D model on ARToolKit but it renders partially dark for some reason.
If I display the model in a .wrl viewer like Cortona3D it looks perfect, so the problem must be ARToolKit. How can I fix this?
The model was made and exported to .wrl in Cinema 4D.

I fixed it by altering some values of the .wrl model with a text editor, the line was:
emissiveColor 0 0 0
I changed it to:
emissiveColor 1 1 1
For some reason ARToolKit gets confused with things like that.

Related

Placing objects below the ground in AR Quick Look on iOS

I am working on a project that will display objects below the ground using AR Quick Look. However, the AR mode seems to bring everything above the ground based on the bounding box of the objects in the scene.
I have tried using the USDZ directly and composing a simple scene in Reality Composer with the object or with a simple cube with the exact same result. AR preview mode in Reality Composer is showing the object below the ground or below an image anchor correctly. However, if I export the scene as a .reality file and open it in using AR Quick Look, it brings the object above the ground as well.
Is there a way to achieve showing an object below the detected horizontal plane or image (horizontal) using AR Quick Look?
This is still an issue a year later. I have submitted feedback to Apple. I suggest you do too. I have suggested adding a checkbox to keep Y axis persistent. My assumption is this behaves this way to prevent the object from colliding with the ground, but I don't think it's necessary. It's just a limitation right now.

Bright model in scene kit iOS 12

I have a problem with 3D model in SceneKit. I also use maxstARobjec After updating to iOS 12 it's start looking brighter than before (SCREENSHOTS WITH THE SAME ISSUE HERE)
I use 2 light node, without autoenablesDefaultLighting.
And one more fact about this issue: when I hide all lights the model (which must be black) is grey like it's has extra light...
Sorry for my bad language, and I very need your help!
I solve the same issue by convert .obj file to .scn files in Xcode, and use this scenes as nodes. Editor -> Convert to SceneKit file format (.scn)
screenshot

Can a 3dsmax model be exported to include lighting effects?

I created a really basic cylinder, added a material and a glow effect
can I export a model to include the glow effect so the model will look like the rendering ?
http://imgur.com/VaNJLj4
Clarification:
Can I export the model to .fbx or .x and have it contain the lightning information so that if I import it into unity or xna the model will look like the rendering ?
"glowing" is really a post-process kind of effect. Actually a blur. There are quite a few tutorials on how to do this in XNA, but I doubt that you can easily export this from you modeling software (as in not possible at all).
The reason is that doing it usually requires setting up multiple rendertargets, custom shader, etc, which you will have to do yourself.
The reason you need multiple rendertargets;
When you render a model, only the pixels WITHIN the (visibly) outer vertices are processed by the pixel-shader. Hence, you can't render a smooth "fade-out" outside the model itself as would be the case in your picture.
What you usually do is you use a shader that renders your object normally, but also renders a "glow-color" to an other rendertarget.
When all models have finished rendering, you do a blur-effect on this second RT.
Then you blend your main RT with the blurred glow-RT.
This is VERY superficial, and I havent done it in AGES, so please DO check out some tutorials. Also, this bloom-sample basicly does the same thing, but on the entire scene, I think: http://xbox.create.msdn.com/en-US/education/catalog/sample/bloom
Add the glow in 3dsmax with filters, then it wil render automaticly.
Minor notice, 3dsmax is a very big program with lots of possibilities, just take your time finding everything out. Believe me it will take time.

Collada model transparency not loading in three.js

I have a similar issue as in this post, using the same model, also loaded with the Collada loader.
The windows of the car are not displayed as transparent in three.js. You cannot see through them.
After digging through the three.js object data structures, it looks like the material for the window has opacity = 1 and transparent = false set on it.
I tried both with the release and with the dev version of three.js, as advised in the above referenced post but without any luck.
I also tried setting the opacity to 0.3 and transparent to true by hand in the material object (in debugger) and the transparency appears ! (although with some flickering).
Any idea what is wrong ? Is it a Collada loader problem ?
UPDATE: same problem on a much simpler model:
screenshot of the problem
link to the SketchUp model
Thank you
Martin
I just tried this and it's working for me. I took the model from open3dhub and imported it into ThreeFab and then exported it to a jsfiddle(source). I still see the flickering (that's a separate problem). This is on three.js from master.
I still do not know if this is a ColladaLoader bug, a SketchUp issue or a bizarre feature of the Collada spec but I found an easy enough workaround:
Edit the Collada file by hand, find the tag and set its value by hand to 0.3 or anything you want instead of 1.
Not perfect but workable.

Problems with some textures in XNA

I have made a model using Sketchup, and have tested rendering it using Blender and it looks great.
However loading it in XNA has two problems.
1. One of the textures becomes see-thru not entierly transparent but items below on the inside of the model is visible (this is not the case in blender).
2. I have a rounded part on the model that is divided into smaller parts and the texture gets out of sync (the posisioning is all wrong).
I have tested exporting the model to 3ds and then use blender to save it as fbx (to eliminate any problems with Sketchup).
I have also tried using AutoDesks FBX Converter, same problems =(
I'm using myModel.Draw(World, View, Projection); to render the model.
Any suggestions?
/Jimmy
1)Sounds like a backface culling issue try this
device.RenderState.CullMode = CullMode.None; (try the CW and CCW variants)
also make sure the depth buffer is enabled
2) This may be similar problem to an issue I had with blender when you copy the bones try the gModel.CopyBoneTransformsTo(transforms); as well as gModel.CopyAbsoluteBoneTransformsTo(transforms);

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