WebGL Tools Continue Forward
By Ian Hollidae, 2024/09/09
In the last couple days, my newsreader has come across several interesting new tools that I hadn't previously heard of. Both apparently rely primarily on direct WebGL for rendering.
The first is Repaint, a website builder positioning itself as an easier Figma:
It's becoming standard to design websites in a design tool, then rebuild it in a website builder. That means duplicate work, learning two tools, design-to-code translation... it's a pain. But existing website builders are miles behind the UX of Figma, and Figma can't make real websites. If it was all in one tool, it would be SO much easier. That's the concept behind Repaint. It's a design tool for real code
Repaint also acts as a host for your site providing a free and paid hosting plan.
Next is Cables which builds interactive content that can be embedded into your website:
With an easy to navigate interface and real time visuals, [Cables] allows for rapid prototyping and fast adjustments. You are provided with a set of operators, such as mathematical functions, shapes, materials and post processing effects. Connect these to each other with virtual cables to create the experience you have in mind. Easily export your piece of work at any time. Embed it into your website or use it for any kind of creative installation.
Cables is a no-code approach to interactivity that uses Operations (configurable task blocks) and cables that allow you to connect and control application flow.
As someone who does code interactive apps (X3D, SVG, HTML Canvas), there are clearly some upsides to this approach. For simple items, especially in X3D and WebGL, coding can become cumbersome. However, in more complex items, coding becomes a necessity. The question is where the cross-over point is.
In any case, I hope to find some time in the near future to thoroughly try out both developments.
Tags: Graphics
Does The Music Industry Love Piracy?
By Ian Hollidae, 2024/08/08
Recently, the NY Times published an article, "How the Music Industry Learned to Love Piracy". The article is a response to the a Paramount documentary "How Music Got Free" praising the early days of music file-sharing and the subsequent effects on the industry:
"...the documentary treats the rise of online file-sharing services as first an astonishment, then a nuisance, then an existential threat and then, amazingly, a panacea. The original pirates are judged to be “pioneers” who lit the only clear path forward for the music industry. That path turns out to be streaming, a neat compromise between letting consumers listen to whatever they want online and collecting just enough money for it that big record labels are satisfied with their cut."
Over the years, there have been countless articles about the history of file sharing that all play out the same way. This one isn't much different.
However, what does stand out about this article is its timing and its assumption that streaming in its present form is permanent.
I don't think that's the case.
In the last year, both Spotify and Apple Music have increased prices for their service. I doubt they'll be the only ones. There is nothing written in stone that says more and more price increase won't lead to the return of piracy.
Will the industry love it then?
I would say what the music industry loves and what realities exist are two different things. The music industry loves to make money. At some point, when file-sharing was clearly more than some fad and there was no other clear fix, the industry accepted reality.
Now I have to admit, I haven't seen the documentary. But I think it's safe to say the last chapters of this whole file sharing/piracy saga have yet to be written.
Tags: Streaming
Shooting For Textures
By Ian Hollidae, 2024/07/08
When I began looking into X3D, one of my early questions was how to go about texturing shapes. Was there some resource site where i could download textures? Did i need to figure out how to create texture using graphics software? In short, what were the rules.
After searching around, it seems the answer to my questions was there was no one way to approach it. So I decided I would start out using real life photos. In an age where every phone seemingly has a camera, we are surrounded by textures from the time we wake up until the time we go to sleep.
Texturing Project
Since I have my camera with me most of the day, I figured there would be opportunities to capture textures. But I didn't want to just randomly shoot anything, so I tried to work a few basic rules:
First, if I knew I'd be somewhere inside, walls, floors and uncovered surfaces would be the targets.
Secondly, if I knew I'd be walking along outside, I tried to find things of interest.
Thirdly, no shallow depth-of-field/bokeh for anything.
Early on, it was hit or miss. I found plenty items I thought would make a great texture for a particular shape only for things not work out. Other times I would find textures I thought would be good for something later on, only to have later on not arrive.
Fortunately, I did have a nice list of successes.
Lessons Learned
Despite my efforts to plot a path forward, trial and error is sometimes the best teacher. So here are few things I learned from my project:
1. Have a lighting plan
Formal photography rules will tell you that you should work in good light in order to get the best photos. No harsh contrast, shoot at the golden hour, the list goes on.
The problem with this approach is that textures are not photography. Textures are whatever you make them in order to fit into whatever you're making. That doesn't mean light plays no part in textures. Just that light might play a different part than normal.
If you plan to capture a certain type of light, understand how it will look and interact with X3D lighting models. A reflective surface with a large specular highlight might wash out as a texture when placed under a spotlight.
2. Capture the texture in its most edit-able form
Make sure that what you capture can be edited later. For example, if you shoot a metal surface, be sure you don't capture a reflection as well. Sometimes reflections may be hard to pick up through the EVF. They're pretty easy pick up in a photo editor.
3. Don't be afraid to break habits.
Standard photography has been an on-again, off-again hobby for the past couple of years. I also create my own logos and icons as necessary. During that time, I've developed my own process for editing for both forms of images. When starting this project, I knew I'd do a lot of editing since textures would rarely be used as shot. However, I assumed I'd be drawing from my photographic editing skills.
That might or might not be the best way forward.
A case in point was my attempt to capture a smooth cement wall. The wall had slightly different tones of gray. Parts of the wall also had small crack lines. No single shot was working out as I wanted, however, so I decided to merge multiple images as layers just to see what would happen. What I wound up making was a cement texture I couldn't get simply by editing a single image. Even though I liked the end result, I never did use the texture. But I learned a good lesson from the experience.
Task Complete
The path to creating textures has an endless number of possibilities. It's been one of the more pleasant surprises in my X3D journey. Whatever you decide to do, hopefully, you have a few more tips to help you along.
Tags: Textures