I need to multiply a bitmap on top of an albedo/diffuse. I’m using PBR shading.
Ex: apply a tattoo (bitmap) on top a skin (albedo/diffuse), multiplying so you can see the tattoo overlaying the skin.
Question: this tattoo (bitmap) should be a second albedo/diffuse? Or set as another material? If yes, what kind of material?
Thanks!
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How to draw lines between any two highs or lows of the candlestick bars to make a slanted trend line that can extend to left or right or both directions?
Extending left or right by creating a custom series manually using y = mx + b formula seems plausible, but a direct straight-forward method would be more appropriate.
It's impossible right now. lightweight-charts doesn't support drawings at all (except workaround for drawing trend line with series with the only 2 points).
We aren't going to add drawing itself to the library, but we thought about extending the API to allow you draw on canvas directly. If you'd like to use drawings, I can suggest you take a look at charting_library.
Is it possible to add a red tint to a given camera in SceneKit? I would like to accomplish this without the (what I consider to be) hacky solution of just trying to shove a red object with < 1 opacity in front of the camera. That could be a solution but I haven't had great success in SceneKit showing an object right in front of the camera.
Also, ideally, I could fade the red tint in and out using SCNAction or some other way.
Finally, a perfect solution would work in ARKit, and give a red tint to the whole world around you. So it would have to be something more than a red scenekit light.
SCNCamera's colorGrading property can do that (that would be the most efficient option).
Using a SCNTechnique to apply a custom post process would work too but it requires an additional pass.
Both options would be faster than a blended node in front of the camera, or a red-ish spritekit overlay or a UIView on top of the SCNView.
Instead of adding a red-tinted SCNNode into the scene, you could just add a tinted UIView in front of the ARSCNView in the storyboard. With an outlet to that view fading it in and out would be easy.
I'm trying to build a 3D earth with Wpf Viewport3D. I have created the earth and it works pretty good. Then I want to add a halo effect around the earth like this attached image:
.
Some recommend to use diffuse material for the globe model. Then build a slight larger globe model with emissive material and little opacity. But the effect is not very good. It affects the color of diffusion material like this:
How can I implement the effect like the first screenshot?
I've done exactly this by creating a ring, inner radius the same radius as the planet and an outer radius to relect the atmospheric depth. Oriented to 'face me'. Using texture coordinates into a LinearGradientBrush to have the atmosphere fade from sky blue to transparent black.
Alternatively, there are some fairly good PNGs around of semi-transparent cloud layers you could use on the slightly larger sphere.
I have already a 3D model for a planet and 4 pictures of front (0 degree), left (270), right (90) and back (180) side of the planet. Is there any known way to apply these 4 photos for texture of the 3D model?
I thought about combining these pictures into one like panoramic view and then apply it to the model. But that might be overkill. Maybe there is a way to apply 2D texture to the 2D view of 3D model like WYSWYG. Any hint would be appreciated.
Your best bet would be to combine the images into a single rectangular projection and then map that to the sphere using a spherical mapping.
Assuming your images are circular the first step is to create square images from those. A Mercator projection will probably work best.
Is there a way to create a matrix transform or any other transformation to bend a rectangular element on the screen? Say I have a long rectangle: width=50 and height = 500. And 2/3 of the way down I want it to turn 90 degrees.
Thank you!
I think what you're looking for are the various Geometry classes, especially PathGeometry.
These links are a good start:
http://msdn.microsoft.com/en-us/library/ms747393.aspx
http://msdn.microsoft.com/en-us/library/ms751808.aspx
You could use a pixel shader (effect in WPF), however this will render the hit test in that area useless.