#MeshFilters
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paintstrainers · 1 year ago
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Paint Strainer Mesh Filters - 5 Gallon Bucket Size - 25 Pack - $21.99 USD
Upgrade your painting game with our Mesh Paint Strainer! Specifically designed for 5-gallon buckets, this 25-pack ensures you have plenty for all your projects. Simply attach to the rim, pour paint through, and enjoy a smooth, debris-free finish every time. Ideal for pros and DIYers alike!
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meshtechindia · 1 year ago
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Mesh Tech India: Your Premier Destination for the Best Extruder Screens and More!
As the leading wire mesh manufacturer in India, Mesh Tech India sets the standard for excellence. With a legacy of quality spanning over a decade, we specialize in crafting the best Extruder screens available.
Experience unparalleled precision and durability with Mesh Tech India's Extruder screens, meticulously engineered to optimize your extrusion processes.
Choose Mesh Tech India as your trusted partner for all your wire mesh needs. Experience why we're recognized as the best mesh manufacturer in India!
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gopaniproductsystem · 4 years ago
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Explore our range of sintered metal cartridge filters that are engineered to perfection for filtration excellence and long service life. This filtration equipment range works like a dream for critical applications that involve high temperature and pressure.
Clarysynt Multi-layered Mesh – Multi layered wire mesh filter with good permeability and high tensile strength.
Clarysynt Sintered – Constructed from sheets of sintered metal for precise porosity and excellent mechanical strength
Clarysynt Random Fiber – Engineered from randomly laid metal fibers which are sinter-bonded to form a uniform high-porosity
Clarysynt Mesh – Available in cylindrical and pleated variants. Offers higher temperature resistance and higher flow rate with low differential pressure.
Best choice for critical applications! Why?
Large dust holding capacity,
High filtration precision
Resistant to high temperature and pressure
High porosity and excellent permeability
Resistant to corrosion of acid, alkali, and organic solvents
Can be easily backwashed and that too for hundreds of cycles without impacting the performance
If you wish to know more about our Clarysynt range of sintered metallic cartridge filters
Download Catalog
To talk to our experts, for further technical discussion or to get help regarding the choice of variant
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cafflano · 6 years ago
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: Cafflano® Go-Filter, Dripperless ultra-fine mesh filter for pour-over coffee! . . . . . _______________________________________________ #cafflano #cafflanogofilter #pourover #coffee #cafe #coffeetime #coffeelover #coffeeaddict #barista #coffeebreak #instacoffee #coffeegram #coffeeholic #coffeelife #coffeemug #specialtycoffee #travel #filter #meshfilter #outdoors #camping #cycling #backpacking #trekking #카플라노 https://www.instagram.com/p/BsixIDdh-yI/?utm_source=ig_tumblr_share&igshid=j7c7b9i92nm6
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boro-vivio · 3 years ago
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フィルターが破れてノズルが詰まってしょうがない。どうにかしてくれと、いきなり言われても(´・ω・`) 取りあえずその辺の網を切って巻いて半田付け。 ま、何とかなるっしょ(∀`*ゞ) #フィルター #濾し網 #meshfilter #susmesh #ホットメルト #TECHNOMELT #高温注意 #diy #repair #修理屋さん https://instagr.am/p/CiehIU-BUNL/
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jhanjitextiles · 5 years ago
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#felting #needledfelt #needlepunchfelt #nnedlepunchfabricsuppliers #feltmanufacturer #nonwovenfeltfabric #needlepunchedpolyesterfelt #industrialfeltsuppliers #nonwovenfelt #acousticwaddingmaterial #feltcomponents #airfiltercarbon #filtermaterial #meshfilters #airfiltermaterials #polyesterfiltercloth
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vrheadsets · 8 years ago
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Drone Hero AR: Using ARCore
Hey there! Before we dive into ARCore, let me quickly introduce myself: My name is Jonas Johansson. I love tech and games, and especially the marriage of the two. The game studio Neuston, which I run, recently released the VR game Drone Hero, where you fly a drone through a set of difficult challenges.
Before Neuston, I was the lead programmer on Angry Birds 2 (Rovio), and before that I worked on the Crysis series (Crytek) and Just Cause 2 (Avalanche Studios).
Ideation
When Google announced ARCore I downloaded the SDK along with the required beta version of Unity to give it a go.
Since there were already some interesting drone flying mechanics in Drone Hero, I figured it’d be cool to have the drone fly around in my living room. I copied the drone-related assets from Drone Hero over to a new project, and started out by simply spawning the drone into the world to get a sense of scale.
I deployed to a Google Pixel, and boom, there it was – a drone in my living room!
Lighting
The drone mesh didn’t blend in that well with the surroundings, mainly because of a mismatch in lighting between the real scene and the virtual scene. The drone seemed to be “pasted” on top of a camera image.
Luckily, the ARCore SDK provides a light estimation that can be used for tinting the rendered objects to better match the real scene.
In fact, the Unity version of the SDK contains a handy shader called “ARCore/DiffuseWithLightEstimateion” (yes, typo). It’s a surface shader based on the Lambert lighting model, with the addition that it also adjusts the final color with the estimated light (a scalar value).
Now, if I change the light in reality (eg. flip a light switch) it affects the rendered drone. Aaaaw yeah, the drone blends into the scene much better now!
Collision
I wanted the drone to collide with the ground. That’s obviously cool.
The ARCore SDK can be polled for “trackable planes”. A trackable plane is essentially an identified flat surface such as the ground or a tabletop. ARCore keeps tracking the plane and reports any changes to it.
I then ask the SDK for a list of points in each trackable plane’s “boundary polygon” (retrieved in clockwise order). To create a mesh for these points we need to produce triangles from them. There’s likely a very easy way to do this if you know the topology of the boundary polygon, but I create triangle indices by triangulating the points.
Anyway, with the mesh ready, all we need to do is set up a GameObject and add a MeshCollider component that references it.
Sweeeeet, the drone collides with the floor now!
Shadow
The drone still seemed a bit too detached from the environment. It was hard to get a sense of scale and how far away from the floor it was. I figured we needed to glue the drone to the scene better by casting shadows onto the floor.
The only problem with that is that there is no floor in the virtual scene that can receive shadows from the drone. Hmm. Basically, we need to render an invisible floor that can receive shadow.
From what I know, there’s no suitable shader in Unity out-of-the-box, so I decided to create a new one. I’ll get back to that shader in a bit, but first: we need a light source that casts shadows. I added a white directional light to the virtual scene, pointing downward. It’s not a perfect representation of the real scene light, of course, but most light come from above, so it’ll do for now.
In code, I add a MeshRenderer and a MeshFilter for all trackable planes, using the same mesh we created for the collision previously. The MeshRenderer uses a material with the new shader. Let’s go through the shader.
The new “ARSurface” shader I created has one pass:
Desired result:
Final pixel color = real world pixel color (from camera) * virtual light at this pixel (lit/shadowed).
Vertex shader:
Just pass through data.
Fragment shader:
Calculate the amount of virtual light hitting this fragment.
White when not in shadow.
Black when in shadow.
Blending:
Syntax in Unity is “Blend SrcFactor DstFactor”.
The generated coloris multiplied by SrcFactor.
The color already on screenis multiplied by DstFactor.
The two are added together.
To accomplish our goal we can:
Multiply source (virtual floor surface color) with Zero.
Multiply destination (real world color) with SrcColor (the color of our virtual plane – white/black depending on lit/shadowed).
The two are added together. Since the first one is Zero, only the second part contributes.
The blending is therefore set up as “Blend Zero SrcColor”.
The best way to wrap your head around this is to turn blending off and create a plane in the scene. Inspect it, and imagine that the color of the plane will be multiplied with the background.
Note that the shadow strength can be lowered to make it a bit softer, the math still holds up.
Motion Blur
As you can see in the first image the real world gets blurry when moving the camera around. The drone remains unnaturally sharp, however. To make it blend in better we add motion blur to the camera. I used the motion blur from Unity’s post processing stack.
You can find that here: http://ift.tt/2majS7F
I set the sample count to 4 to minimize the performance impact. That’s enough for continuous motion like this.
It glues much better now.
Final Thoughts
Video showing both indoor and outdoor footage:
youtube
Source code for collision and shadow: http://ift.tt/2f9oDvV
It’s easy to get up and running with ARCore, and with a few additions it looks pretty nice. A good way to explore ARCore is to look at the “HelloAR” scene bundled with the SDK, and specifically at “HelloARController.cs”.
Happy hacking!
  from VRFocus http://ift.tt/2y90wCd
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navsjuanreloaded · 8 years ago
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BuildWall script
using System.Collections; using System.Collections.Generic; using UnityEngine;
[RequireComponent(typeof(AudioSource))] public class Open : MonoBehaviour {
   public Mesh Wall1;    public Mesh Wall2;
   private MeshFilter meshFilter;
   private GameObject arrow;
   public AudioSource audio;
   public AudioClip buildSound;
// Use this for initialization void Start () {
       meshFilter = GetComponent<MeshFilter>();
       if (meshFilter.mesh == null)            meshFilter.mesh = Wall1;
       arrow = this.gameObject.transform.GetChild(0).gameObject;
       AudioSource audio = GetComponent<AudioSource>();    }
   //changes meshfilter on trigger collision    void OnTriggerEnter(Collider other)    {        if (other.gameObject.tag == "Rock")        {            meshFilter.mesh = Wall2;            other.gameObject.SetActive(false);            GameObject.Find("ThirdPersonController").GetComponent<HandController>().ikActive = false;
           //increments walls fixed counter            GameManager._Instance.ChangeCounter ( 1 );            //Plays audio            audio.PlayOneShot(buildSound);
           arrow.SetActive(false);
       }    } }
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archivedchaosblog · 8 years ago
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Terrain Generation in Unity3D (2014)
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Since terrain generation was still my most successful program to date and it’s something I’ve inherently studied in-depth now, I decided that it would make a solid project for Unity, too.
I found a Noise library (implementing new and improved Simplex noise, also by Ken Perlin) written in C# and away I went.
It was a bit of a learning curve for me because I had no idea how Unity handled anything, especially Meshes or MeshFilters. Eventually I got it worked out and produced the screenshot above.
I had to actually port across one of the algorithms (”RidgedMulti” libnoise implementation) to C# to create the mountain-like shapes.
I decided to round the final output to discrete series, creating contours in the generation. It looked quite boring and smooth without, so I left it in for a while (it looked like Minecraft).
Thankfully Unity made lighting and shading a total breeze beyond the technical generation itself.
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Next thing I wanted to learn more about was shaders. First one I ever “wrote” (basing my code off someone else’s) was a textured and lit mesh. Also note the mixing of two textures to the height of the terrain, this was all accomplished with a shader.
I had never written or even looked at a shader before, and Unity handles Shaders in a bit of a unique way, so getting this to work was a bit of an iterative process. Eventually I got it to blend two textures based on the alpha of a vertex. Setting the alpha of the vertices was trivial in the terrain generation, I just had to divide the height by the max height (i.e. convert it to a percentage) and then set the alpha of that vertex when I was creating it.
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After getting the textures to play nicely I decided I should work on the terrain generation some more. I took out the Minecraft-esque contouring and added another fine, erratic, layer of noise to the entire algorithm and scaled it by the vertex’s alpha, so that higher-up (rocky) areas are more rough and better match their material.
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I was developing this over a day and screenshotting pretty frequently which is why I have this project documented in such finely-detailed increments.
In this, latest, version of the Unity Terrain Generation project I changed the rocky texture to actually be stone/rock (instead of dirt) and added a SkyBox to the scene, changing the light colours/angles to match. I eventually ended up texturing the box shadow caster in the middle to be a Space Odyssey joke. 
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gopaniproductsystem · 5 years ago
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Metallic Sintered Cartridge Filters Manufactured by Gopani
Explore our range of Sintered Metal Cartridge Filters, engineered to perfection for filtration excellence and long service life. This filtration equipment range works like a dream for critical applications that involve high temperature and pressure.
Clarysynt Multi-layered Mesh: Multi-layered wire mesh filter with good permeability and high tensile strength.
Clarysynt Sintered: Constructed from sheets of sintered metal for precise porosity and excellent mechanical strength.
Clarysynt Random Fiber: Engineered from randomly laid metal fibers which are sinter-bonded to form a uniform high-porosity
Clarysynt Mesh: Available in cylindrical and pleated variants. Offers higher temperature resistance and a higher flow rate with low differential pressure.
Features
Large dust holding capacity
High filtration precision
Resistant to high temperature and pressure
High porosity and excellent permeability
Resistant to corrosion of acid, alkali, and organic solvents
Can be easily back washed and that too for hundreds of cycles without impacting the performance
If you wish to know more about our Clarysynt Range of Sintered Metallic Cartridge Filters
Download Catalog
We are ISO 9001:2015 certified company. Our sintered cartridge filters are a perfect combination of metal membrane materials, pore structure, composition, and pressure strength. They are 100% adhesive-free, engineered using the finest quality metal powder as raw material.
Talk to our Experts
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cafflano · 6 years ago
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: Cafflano® Go-Filter, Dripperless Reusable Filter! . . Grind in directly as it stands alone! . . . . . _______________________________________________ #cafflano #cafflanogofilter #pourover #coffee #cafe #coffeetime #coffeelover #coffeeaddict #barista #coffeebreak #instacoffee #chemex #coffeegram #coffeeholic #coffeelife #filter #meshfilter #coffeemug #specialtycoffee #travel #chemex #outdoors #camping #cycling #backpacking #trekking #카플라노 #카플라노고필터 https://www.instagram.com/p/Bsl0IpBhZWH/?utm_source=ig_tumblr_share&igshid=1omlkm9t2ku9k
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cafflano · 6 years ago
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: Cafflano® Go-Filter - Professional ultra-fine mesh filter for Barista! Permanent & Dripperless! . Extremely clear pour-over but full of coffee oil, no pre-rinse required like filter papers! This is why baristas are waiting for its launch to serve perfect pour-over coffee at cafes! . . . . . _______________________________________________ #cafflano #cafflanogofilter #pourover #coffee #cafe #coffeetime #coffeelover #coffeeaddict #barista #coffeebreak #instacoffee #chemex #coffeegram #chemex #filter #meshfilter #chemex #coffeeholic #coffeelife #coffeemug #specialtycoffee #travel #outdoors #camping #cycling #backpacking #trekking #filter #meshfilter #카플라노 #카플라노고필터 https://www.instagram.com/p/BseQqirBLob/?utm_source=ig_tumblr_share&igshid=apkbx322qi9p
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cafflano · 6 years ago
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: Cafflano® Go-Filter - Permanent, Dripperless, Ultra-fine mesh filter! Coming soon! . . Incredibly clear pour-over but full of coffee oil, no pre-rinse required like filter papers! . . . . . _______________________________________________ #cafflano #cafflanogofilter #pourover #coffee #cafe #coffeetime #coffeelover #coffeeaddict #barista #coffeebreak #instacoffee #chemex #coffeegram #chemex #coffeeholic #coffeelife #coffeemug #specialtycoffee #travel #outdoors #camping #cycling #backpacking #trekking #filter #meshfilter #카플라노 #카플라노고필터 https://www.instagram.com/p/BseJdomhOs-/?utm_source=ig_tumblr_share&igshid=1sauvm34zftvc
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