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Home Forums Bug Reports and Feature Requests 4.1.1 Verge3D’s AR does not work with iOS 16

Viewing 8 posts - 31 through 38 (of 38 total)
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  • #56105
    NaxosCG
    Customer

    Here is my prototype : https://v3d.net/b6i
    menus, buttons and choices are not yet finals, but it works iOS and Android !

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

    #66818
    jojopellerin
    Customer

    Hi !

    Thank you for showing your nice result !
    I was loosing hope before discovering your this thread !

    Best regards

    #66819
    NaxosCG
    Customer

    Since this test i’ve worked on future Billards tables, usin AR.

    It is very fonctionnal, but it comes with constraints :
    – Use meters
    – Use USD shaders

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

    #67546
    jojopellerin
    Customer

    problem fixed

    Attachments:
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    #67549
    NaxosCG
    Customer

    As long as you use USD materials, it works.
    USD shader (with 3dsmax at least) has an occlusion map where you can put your AO map.

    Also, if you get gaps, you should probably use larger padding when baking AO maps (4 pixels for ex.)

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

    #67552
    jojopellerin
    Customer

    Thanks Naxos

    “Also, if you get gaps, you should probably use larger padding when baking AO maps (4 pixels for ex.)” –> it was this indeed :good:

    “USD shader (with 3dsmax at least) has an occlusion map where you can put your AO map.”
    It seems easier than Blender then. Unless I am missing something, I have to use a Mix Shader to blend with my color but then it get “lost” when exported to USDZ. Only color remain.

    Hopefully someone using Blender will help me to figure this out (blending each color with AO on Photoshop is a pain)..

    #67553
    NaxosCG
    Customer

    Double check the USD shader for AO slot (occlusion map, or something that would do so)

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

    #67554
    jojopellerin
    Customer

    Will have a look ! :good:

Viewing 8 posts - 31 through 38 (of 38 total)
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