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Bugs on iOS ?

Home Forums Bug Reports and Feature Requests Bugs on iOS ?

Viewing 15 posts - 1 through 15 (of 15 total)
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  • #11349
    NaxosCG
    Customer

    Hello,
    I’m testing Verge3D for a 8pool configurator.
    Here is what i get on PC (orange one)
    And what is seen on iOS (iPhone) : red one.

    It is the same test : https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:056ac22648/applications/TouletTest/TouletTest.html

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

    #11354

    Hi,

    We also are reproducing the issue on iOS. Can you share the source scene file for us to examine this further?

    Chief 3D Verger | LinkedIn | Twitter

    #11362
    NaxosCG
    Customer

    Ok, what do you need ? 3dsmax archive is ok ?
    Where should i send it ?

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

    #11372

    The archive with your project would be fine. If it is below 4 mb you can attach it to this forum.

    Chief 3D Verger | LinkedIn | Twitter

    #11376
    NaxosCG
    Customer

    too big : here is a wetransfer : https://we.tl/t-Yz3ThkZvVV

    This is a test (to check if Verge3D is the needed solution, then i’ll buy it ;-) ).
    I’m aware about the poor quality of the mesh : imported from customer’s Nurbs export.
    If the project becomes reality, i’ll retopo it to save polygons.

    I’m quite sure i’m doing something the wrong way, please let me know.
    regards

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

    #11380

    I’m aware about the poor quality of the mesh : imported from customer’s Nurbs export.
    If the project becomes reality, i’ll retopo it to save polygons.

    It’s also better to use only on or two light sources to cast shadows because shadows are very expencive to render. To get uniform lighting better to use HDRI map like in our Industrial Robot demo or Scooter demo with one or two point lights to cast shadows. It will increase fps of your application and may be it will remove this bug. For better quality it’s also good practice to bake AO on texture atlas and add it to each material on the scene (look how it done using Blend material and baked AO in Scooter demo). Will dig deeper to find the reason of this bug, but now you can try to decrease a number of shadow casting lights.

    Co-founder and lead graphics specialist at Soft8Soft.

    #11383
    NaxosCG
    Customer

    I’ll give a look to the scooter scene. Also because i will need carpaint shader ;-)

    About lights, i understand, but 6 shadows is nice for billards.
    Can hdri lighning illuminate a scene completelly ? I mean what if my hdr picture contains 6 lights ?

    The tests i’ve made are not taking into accound the hdr part of my envir. I had to convert the picture in jpg 8bits to get going.

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

    #11385

    I’ll give a look to the scooter scene. Also because i will need carpaint shader

    Carpaint for 3ds max version is more simple than for Blender that you can see in the gallery.

    About lights, i understand, but 6 shadows is nice for billards.

    I understand but it will cost you a perfomance of the scene and on some devices you cant get such amount of shadows because of device graphic card limitation. For example it’s most of the Apple devices (especially old) some old android devices. So you need to balance betweeen quality and perfomance. If the scene will be static withous any part’s moving you can bake shadows to texture atlas.

    Can hdri lighning illuminate a scene completelly ? I mean what if my hdr picture contains 6 lights ?

    I think HDRI can be used to light the scene comletely and very good, for example in the Scooter demo no light source at all but the scene is well lit.

    Co-founder and lead graphics specialist at Soft8Soft.

    #11390
    NaxosCG
    Customer

    Ok great, i’ll give a try.

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

    #11424
    NaxosCG
    Customer

    I’ve imported my billards table in the scooter scene, in replacement of the scooter itself, and i get this (see picture).
    No shadows at all.

    the scooter do have shadows on the floor…

    Any idea ?

    edit : the iOS view is the same, so no more bug, but no shadows…

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

    #11429

    the scooter do have shadows on the floor…

    All shadows in scooter demo baked to texture, so in fact it’s not a shadows at all, just a texture imitation. You can combine HDRI with one or two lights to get shadows. HDRI do not produced shadows at all, it’s not a raytracing;).

    Co-founder and lead graphics specialist at Soft8Soft.

    #11437
    NaxosCG
    Customer

    new test, with the billards table imported into the scooter scene :
    I had to add a spotlight to get some shadows.

    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:056ac22648/applications/TouletTest/TouletTest.html

    The Pc version is ok, but on iOS I still have shadows issues…

    any idea ?

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

    #11442
    NaxosCG
    Customer

    i get that :-)

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

    #11443
    NaxosCG
    Customer

    I guess i’ll have to bake the shadows, i wish i could prevent to do that, as the meshes are not nice and clean, and UV unwrap is not done at all.

    Regards.

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

    #11445


    You can do a very rude unvrap by separating each triangle as individual piece on the uv-map just need to leave more space between them and make long margins. If you plan to make a retopology this will be a quick method to make a rought test of the scene to show the customer.

    I know this example in Blender, but I think you can do the same in 3ds Max. It’s just easier and faster for me to make it in Blender.)

    Attachments:
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    Co-founder and lead graphics specialist at Soft8Soft.

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