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BUG ? after changing some colors in the app, AR shows the initial ones.

Home Forums Bug Reports and Feature Requests BUG ? after changing some colors in the app, AR shows the initial ones.

Viewing 13 posts - 1 through 13 (of 13 total)
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  • #84618
    NaxosCG
    Customer

    Hello there,

    I have a new strange behaviour.

    So for a new project, i’ve started from official last (2025-08) “augmented_reality” app,
    and i just replaced the little farmer with my objects, keeping all structure to be sure (farmer armature).

    All works fine, but, when i go into AR, it always shows the initial colors of my objects, even after changing them (color change and jpg texture map change).

    Please test : https://v3d.net/1cb4 with AR ready device : i’ve tested on IOS
    change colors, then go AR : it shows black again.
    And when exited from AR, the color choices are back here. So i suggest a bug in the “export USDZ” part / puzzle

    Tested both on Safari and Chrome

    The AR part of my app is the same from “augmented_reality” demo app.

    Can someone help, please ?

    infos :
    windows 11
    3dsmax2026.2
    Verge3D 4.10.0
    iOS 18.4
    iPhone 15 pro max

    "1+1=3... for large values of 1"

    #84619
    NaxosCG
    Customer

    New test :
    I’ve added a simple puzzle to change texture of the little farmer, then enter AR, and it shows with initial texture map.
    tap on the farmer to change texture, and on shadow plane to revert

    Good news for me : not my fault.
    Bad news : looks like a bug.

    https://v3d.net/aht

    • This reply was modified 2 months, 1 week ago by NaxosCG.

    "1+1=3... for large values of 1"

    #84622
    kdv
    Participant

    it’s not a bug. if you used puzzles from the original AR demo you could notice that your model is exported to USDZ only once, right after the app has been loaded. and that’s all. it’s is not exported by demand. every time you click the button you see the same pre-exported model.

    read this topic, the second page…

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #84624
    NaxosCG
    Customer

    it’s not a bug. if you used puzzles from the original AR demo you could notice that your model is exported to USDZ only once, right after the app has been loaded. and that’s all. it’s is not exported by demand. every time you click the button you see the same pre-exported model.

    read this topic, the second page…

    Many thanks for help, Kdv !!
    I put back a “on pointerup” puzzle and now it exports on demand, with changes in colors…

    As a 3D guy (not coding one i mean), i let the initial puzzle as it was, not event tried to read / understand it.
    But with your info, i understood that the USDZ file is not exported when we click on the “enter ar” button, but on puzzle start, with initial choices.

    Now the first enter AR reflects the changes.

    BUT !
    But now i have another issue : after coming back from AR, i change again stuff, and go into AR… And it keeps the first changes i’ve made…

    https://v3d.net/1cb4
    change color (for “réceptacles” for ex.), go AR, then come back, change again color for a new one, go AR : the first color is still there…

    Is there anyway to “flush” / make forget the USDZ cache or something, so the new export reflects the new changes ?

    "1+1=3... for large values of 1"

    #84625
    NaxosCG
    Customer

    Here is the puzzle for now…

    "1+1=3... for large values of 1"

    #84627
    kdv
    Participant

    and again… read this topic, the very top of the second page…

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #84628
    NaxosCG
    Customer

    Ok, i went in my apps archives, and changed the puzzle for the old one (see screenshot), and it seams to work now.

    I don’t really understand the “wait promise” and other puzzles here, but it works.

    The new puzzle was very simplier for me, but it does not work.

    Any idea would help to go back to simple puzzle…

    "1+1=3... for large values of 1"

    #84630
    kdv
    Participant

    don’t really understand the “wait promise”

    it waits for USDZ exporting to be completed before downloading the result. just use it “as is” and it will work as expected.

    Any idea would help to go back to simple puzzle

    with no changes those original simple puzzles won’t work on demand correctly.

    The new puzzle was very simplier for me

    actually they are old and never changed since the very first AR demo )))

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #84631
    NaxosCG
    Customer

    and again… read this topic, the very top of the second page…

    I’m very into buying usefull plugins, i already did several times.
    Just i can read that it is for safari only. The AR in recent verge3D releases works also in chrome.
    Does your plugin work with recent Verge3D releases ?

    "1+1=3... for large values of 1"

    #84632
    kdv
    Participant

    Does your plugin work with recent Verge3D releases ?

    why not? see no reasons. but you really don’t need it if you don’t use morphing in your models. just use your current puzzle set.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #84952
    Brameister
    Participant

    ss

    Hey NaxosCG, I noticed you have a “swapShadersToUSDZ” procedure, which is precisely an issue I’m trying to figure out. Can you help me understand exactly what I need to do with the materials in Blender to make them work in iOS? I can’t figure out exactly why some of my materials show on iOS AR but others don’t.

    I’m already using only PBR materials because I read somewhere that could be the issue, but still some materials don’t show on iOS

    • This reply was modified 1 month, 1 week ago by Brameister.
    • This reply was modified 1 month, 1 week ago by Brameister.
    #84956
    NaxosCG
    Customer

    ss

    Hey NaxosCG, I noticed you have a “swapShadersToUSDZ” procedure, which is precisely an issue I’m trying to figure out. Can you help me understand exactly what I need to do with the materials in Blender to make them work in iOS? I can’t figure out exactly why some of my materials show on iOS AR but others don’t.

    I’m already using only PBR materials because I read somewhere that could be the issue, but still some materials don’t show on iOS

    Hi Brameister,
    I used this some time ago as at that time iOS AR was not good with Physical shaders, so i needed to use USD shaders (3dsmax, but i guess Blender can do that too)
    Recent release of Verge3D should not need to use USD shaders, as it would convert physical to USD on the fly.
    I still use the a step for changing PHY to USD procedure, but mostly for changing to non-baked shader textures.
    My physical shaders have an overlay map for light/shadow/AO baked, using a 2nd UVmap channel. Problem is that iOS USD scenes are just ignoring UVmap channel other than 1, so i have 2 sets of shaders : classical ones, and those for iOS AR.

    Hope it helps.

    "1+1=3... for large values of 1"

    #84957
    NaxosCG
    Customer

    The name is the old one “swapShadersToUSDZ”, but it could be named “stuffToDoBeforeIOS-AR”

    "1+1=3... for large values of 1"

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