2021-10-02 at 6:12 am #45705
10/4 UPDATE: < updated title to reflect actual problem >
Verge3d 3.8 for blender osx.
Problem: When using the OnloadScene to load a new verge 3.8 scene…if the second scene has a lightprobe the reflection cubes do not work.
Cause: 3.8 GLTF exporter not working properly
Reinstalled version V3D 3.71 and created a main loader scene in 3.71 and then loaded a 3.8 GLTF with reflection cubes. Result reflections work properly.
Reinstalled version V3d 3.8 and exported the main loader used previously. Result reflection cubes do not work properly.
NOTE: the below reproduction steps are based on the actual applications shipped with Version 3.8. The Load-Unload scene uses older GLTFs not GLTFs created with Version 3.8. This caused us confusion but resulted in the ability to isolate the problem.
Reproducible / Validation Steps.
Step 1. Create a v3d 3.8 application
Step 2: create two gltf files. the first as the main scene and the second as a scene to be loaded. In the scene to be loaded it needs to have some reflective material and a reflection cube map.
Update 10/4 < NOTE MODIFYING TITLE TO REFLECT ISSUE AS WE GET CLOSER TO NARROWING IT DOWN >
If both scenes are created using 3.8 for blender the reflection cube map will not be processed when loading the second scene.
If the initial scene is created exported using V3D ver 3.71 and the second scene was created in V3.8…the reflection cube maps work.
As a double test… I used the Load-Unload demo that has a 3.8 V3d app build using older GLTF files. And then loaded the second scene with the reflection cube map and reflective materials and loaded that in with the replace scene…and it too failed to calculate the reflection cube maps.2021-10-04 at 4:28 pm #45806
Further investigation has isolated the issue to the HiDPI Compositing.
If you have any objects using HiDPI in a 3.8 main scene, the reflections cubes do not calculate correctly in another scene that is loaded.2021-10-04 at 5:59 pm #45809
Based on the documentation the HiDPI Compositing uses a separate render pass. When it comes to reflections…its causing the object to not be calculated in reflections. Still trying to figure out why it affects scenes with light probes that are loaded.
Attachments:You must be logged in to view attached files.2021-10-04 at 6:16 pm #45811
Attached is a video showing the problems with HiDPI Compositing:
In this scene, I am using Verge3.8 for Blender OSX.
I have a basic light probe testing scene. The pink cube has been assigned HiDPI Compsiting.
Problem 1: The pink cube is not rendered in the reflection pass.
Problem 2: The pink cube is now rendered on a new layer above all other layers…When I zoom out…the pink cube that is supposed to be in the small room…now appears outside and on top of the box.
Problem 3: I use the sphere in the room to load a duplicate copy of this scene. When the new scene loads…the light probe and associated reflection cube render default as if not present at all.
Hope all this gets fixed as there are some good uses for HiDPI but for any of my purposes this is currently unusable.2021-10-05 at 6:39 am #45823Alexander KovelenovStaff2021-10-05 at 10:46 pm #45924
I sent a sample project with links to downloads via support email.
What is needed is for the main scene to be able to use HiDPI objects so you can create a menu etc… but then when you load in another scene that does not contain any HiDPI objects…it should load with the ability to have reflections as intended. Currently…if your main scene has an HiDPI object and the scene that will be loaded in is sufficiently large….reflection cubes/light probes do not work.
It might be solved by having a HiDPI puzzle toggle on/off so we can be sure that on the load of the second scene anything related to HiDPI can be disabled or at least not calculated.
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