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Difference in mapping between Blender and Verge3D

Home Forums Bug Reports and Feature Requests Difference in mapping between Blender and Verge3D

Viewing 7 posts - 1 through 7 (of 7 total)
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  • #16137
    illussimo
    Customer

    There is, unfortunately, a difference in Object mapping between Blender (both 2.79 and 2.8) and Verge3D. :cry:
    I have made an example with procedural texturing to show the difference clearly.
    The model has rotation and scale applied. (But in all cases it doesn’t make any difference if it is applied or not.)
    Is this something that can be improved upon? Is it a bug? :scratch:
    Sorry for not mentioning it before, It is not only in the latest versions.
    I have attached the examples. (Tested in both Chrome and Firefox)
    :bye:

    #16140

    Hi Simone,

    Could you please attach your .blend file also? Thanks!

    Chief 3D Verger | LinkedIn | Twitter

    #16142
    illussimo
    Customer

    I quickly made a mapping test file. Hope this helps.
    :bye:

    Attachments:
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    #16145

    I quickly made a mapping test file. Hope this helps.

    Unfortunally procedural textures not follow exactly patter from blander, so you will get little bit different pattern but simillar to Blender.

    Co-founder and lead graphics specialist at Soft8Soft.

    #16150
    illussimo
    Customer

    Hello Mikhail,
    When procedural textures are mapped to a UV map they translate very precisely in Verge3D. It seems to be more something like when not using UV mapping but object mapping, the x y z co√≥rdinates in the mapping are a bit off when exporting. I think it used to be fine a few versions ago but I’m not sure. :scratch:
    It would be great if object mapping would give precise results in Verge3D. :yes:
    I hope this can be done. Thanks :bye:

    #16156

    It would be great if object mapping would give precise results in Verge3D.
    I hope this can be done. Thanks

    We added it to our TODO list, but seems it’s difficult task and will take a lot of time that’s why it was implemented this way.

    Co-founder and lead graphics specialist at Soft8Soft.

    #16484

    Hi, this difference is due to several WebGL 1.0 compatibility issues and performance optimizations we made in our Voronoi implementation. Waiting till WebGL 2.0 :)

    Soft8Soft Tech Chief
    X | FB | LinkedIn

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