am taking alternative by adding transparent video as screen background.texture
We used Videotexture to get this. The video is not running at all can u pls suggest what best can be done.
The error we are getting is
VM215:28 Uncaught (in promise) DOMException: play() failed because the user didn’t interact with the document first. Autoplay policy in Chrome - Chrome Developers
I’m afraid that’s what it is for now. Just wondering, will the new/projected BJS sound object be able to make a workaround for this? Or is it just for sound and nothing will change on the side of videos?
Edit: In this particular scenario, I actually would have made these with particles. I believe would been a lot sexier (my opinion only)
Yes, I believe particles are nice because you can have them also in front and all around. It’s more immersive.
Though the video bg at shown by @MarianG also works fine. Your choice. GL with your project,
I guess I could do that. I actually noticed your particles are going the wrong way but I thought it was just WIP so I didn’t comment. I have a couple of things to attend to as of just now, but I can send you an update within the next few hours, if ok with you? Else, may be someone will step-in before I return…
Hi @vijay_krishna ,
I did part of the work in your scene (but then only part of it).
First thing is that you will need to tweek some values in there to get the effect you want.
What I have done for now is:
reset the camera target to more or less the hip of your avatar (line 9 in PG)
brought in a second camera for the UI layer and added a grid and a control (to the far bottom right) to enter or exit full-screen mode (I used just the PG icon but the code is already in for you to change to an ‘expand’ and ‘compress’ icon.
replaced your particle system with an emitter that is much larger and above the model. Added (the base of) noise. Added (the base of) changing cellID (for a later cell animation to be done - lines 157 to 164 in PG). Did a rough setup of gravity, lifetime, etc… All values you will need to twist and adapt to your liking.
pushed the particle system to use a higher renderingGroupID so that particles also display in front of the avatar (if you don’t want this, simply remove the line 216 in PG).
Ideally, from here, what I would do is create a spreadSheet with 4 up to 6 different ‘stickers image’ to replace the flare. Stickers would have different curvation and rotation and next you would uncomment the lines of cellID animation (lines 157 to 164) to use with your new images of stickers.
Additionally (not done in this PG), use the values for cell ‘rotation’ and ‘angular’ to further animate your stickers.
Finally, you will need to adjust the height of the emitter and adapt min an max lifetime to the final height. Use dead color to have your stickers disappear once they are about to touch the ground.
This is all final setting and it can take some time to have it all the way you want. Another thing I sometimes do for snow or rain effect is that I actually duplicate the particle system (create a second particle system) and set a different direction and noise to it to create a more volumetric effect.
Well, I guess you should have a base here to play with. If you need more help, let us know…