Another newbie question here Iām afraid!
I was trying to work out how to make manual customizations to the three.js scene exported through Needle.
Typically, I would have looked at the html project folder structure, looked for a JS file somewhere and reverse engineered what I wanted to change/editā¦
For instance, one thing I wanted to try was to reduce the blur on the HDRI skybox - (changing this blur value in the blend file doesnāt seem to be picked up in the needle scene export)
Thatās just one example - it would be good to know how to hack about in the project files more generally.
I think this is probably very well explained for Unity in the Scripting section of the Documents, though for someone with my experience (or lack of it!) itās a bit tricky to know where or how to start or how to reinterpret for Blenderā¦
If anyone has come across some simple end to end examples that explain in very basic terms how to get started Iād be very grateful!
Hi there,
you can reduce the blur in the blender viewport settings if the world toggle is disabled or in the world settings (if the world toggle is enabled). Or if you have an camera component (via Add Component) on your camera iin blender it also has a slider for the blur
In general if you add components to your scene in Blender they will be loaded with the GLB and created, thatās why you dont see code for them in the web project folder. The Unity and Blender scripting do match 1:1 (so everything in regards to scripting for Needle Engine in Unity applies the same way in Blender)
I think I can help more if you have more examples of what youāre trying to archieve or want to change / hack
Ah ok then we create a default camera. Currently thatās a limitation we have since the ācamera componentā has the background blur info - so if you dont have a camera at all weāre not able to export that information. Weāll change that in future versions. Thatās why the āBlurā in the skybox in Blender did have no effect.