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Automatic UV and baking possible?

Home Forums General Questions Automatic UV and baking possible?

  • This topic has 6 replies, 3 voices, and was last updated 4 weeks ago by Avatarweb.
Viewing 7 posts - 1 through 7 (of 7 total)
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  • #34702
    vmtsvmts
    Licensee

    We try to create a architecture scene but we think verge3D loading time very long, i found some solutions tools online like https://www.shapespark.com/, it ist really light and fast, my question, can we use Verge3D with automatic UV and baking like shapespark, or you know any suggestion how we can faster with verg3D?

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    #34707
    Yuri KovelenovYuri Kovelenov
    Developer

    Hi,

    thanks for sharing the link. I launched one of the demos and it indeed loaded pretty fast (despite the file size 40 Mb). I guess this demo uses just a few or only one shader for all assets. You can implement this with Verge3D if you check the glTF compatible checkbox for all materials.

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    #34868
    Avatarweb
    Licensee

    Sorry to hijack this thread. But could explain the glTF compatible thing a little bit more?

    I’ve looked at the documentation but it wasnt clear for me how this leads to faster loading. For example, would loading time decrease when you change a material with single diffuse texture to glTF compatible?

    Or is this only applicable for more complex shader?

    #34869
    Yuri KovelenovYuri Kovelenov
    Developer

    Hi,

    Besides asset file size and network speed, the shader complication stage affects the loading much. This is because in WebGL, shaders are compiled rather slowly. So the less shaders your application uses, the faster is loading. Also, shaders are cached by WebGL, so if your shader is used by multiple objects it is compiled only once.

    Therefore for fast loading, it is important to use as few unique shaders as possible. One of possible way to achieve this is to enable the glTF compatibility flag, which a) simplifies the shaders a lot so that they are compiled and work faster and b) standardizes them to enable for more effective caching.

    The obvious drawback of using glTF-compatible shaders is that they may be too simplistic for implementing desired graphics effects. So as it is always in real-time graphics, you need to balance between quality and performance.

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    #34922
    Avatarweb
    Licensee

    Okay, thx for the explanation.
    So if you want fastest loading glTF is the way to go. Only drawbacks could be lower graphic quality.

    #34956
    Yuri KovelenovYuri Kovelenov
    Developer

    Yep. In addition,

    In 3ds Max, Standard materials will load faster than glTF or Physical.

    In Maya, lambert materials will load faster than glTF or Standard Surface.

    In Blender, Diffuse BSDF will load faster than glTF or Principled BSDF.

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    #34961
    Avatarweb
    Licensee

    Thx for the addition :good:

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