2019-01-16 at 11:14 pm #10634
we’re experiencing a lot of visual difference between Eevee in the viewport and the resulting gltf file in the App Manager, or the sneak peek fast preview. We’re using a single Sun light, and some basic wooden textures, no normal maps for now. If you see this example I’ve uploaded some days ago, you’ll see it is a sofa with shelves incorporated into it (https://www.soft8soft.com/topic/configurator/#post-10327). We’d like the shelves to be a bit in shadow, to make it look more realistic. When we enable ambient occlusion at both blender and the puzzles, things start to look better, but there is still a lot of difference (always Eevee being much better at the viewport). I was told not to use ambient occlusion because of how expensive it is, but we need to improve the visuals a lot if we want to be able to sell this configurator.
If I compare with the fast preview of Blend4web, the image quality there is much closer to what I see on the viewport, so I’m not clear if this is something we’re doing wrong, or just a limitation of the current version of Verge3D?
By the way, in your configurator example of the nightstand, I see about the same issue. The inside of the nightstand (and inside the drawer too), I would like to see some shadow. Is it possible to get to that level for the visuals?
Can you please clarify? Thanks a lot!2019-01-17 at 2:07 am #10636
I do not know the specifics of you configuration, I’ve had my differences as well, but as long as I keep my materials “V3D” compatible and the recommended lighting setups, I’m gold.
What I actually prefer to do is to bake all textures (combined) in cycles and then I load those in blender. In my case it’s fine because my scenes are static.2019-01-17 at 6:29 am #10638
In fact in EEVEE it’s a little bit simlified ao with interpolation, but it’s renders just in less samples in Verge3D it’s SSAO and it based not on the distance between obbjects but on the it’s location on the screen and it always be worser but faster. There’s also no soft shadows in the enigne as in Bledner and no realtime refraction that makes scene more realistic, so to get closer look to Blender it’s better to create a texture atlas for the whole scene and bake AO, Shadows and raddiance map.
Co-founder and lead graphics specialist at Soft8Soft.2019-01-17 at 12:11 pm #10656
Hmm, the problem is that with a configurator with lots products, that have a lot of objects that may be shown/hidden, and lots of textures that can change, baking all of that is a huge amount of work
In any case, my question is also related to the comparison with Blend4web. The shadows / ambient occlusion look there was much better and without having to bake anything. Is that a limitation of Verge3D, Three.js or something I’m doing wrong?
Thank you!2019-01-17 at 12:58 pm #10657
Yuri KovelenovStaff2019-01-17 at 1:34 pm #10658
Thank you, Yuri. So it is an issue with the current version of Verge3D? Just want to make sure we’re going to reach the look we need at some point, and that we should continue working on Verge3D. If it is a limitation, we would spend a lot of hours on something that we won’t be able to sell as expected. The realism for this type of high end product configurator is key. Thank you.2019-01-17 at 2:02 pm #10659
Can you also share a link to your current work (if it’s possible) may be we can give some recomendation to improve the quality of your application?
Co-founder and lead graphics specialist at Soft8Soft.2019-01-17 at 3:27 pm #10666
Thanks. I will prepare something and share a link.
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