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Objects not rendering properly in V3D, have holes in them

Home Forums Graphics / Blender Objects not rendering properly in V3D, have holes in them

Viewing 12 posts - 1 through 12 (of 12 total)
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  • #44676
    yentzstrike
    Participant

    Hi all,

    as the title says Im having problems with V3D not displaying some objects properly, they appear to have holes in them in seemingly random places. Its not a problem with face orientation. Does someone have any idea as what may cause this? It looks like the picture included.

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    #44681

    please double check the normals for these faces – or enable double-sided for your material

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #44683
    yentzstrike
    Participant

    Thanks for the quick reply! Double and triple checked the normals already, enabled double-sided as well, thats not the issue sadly.

    #44684

    strange! can you share the file?

    3D Verger, the CEO
    LinkedIn | FB | Twitter | VK | 新浪微博

    #44687
    yentzstrike
    Participant

    sure! It exceeds the 4mb upload limit so heres a onedrive link. Let me know if it works for you. https://1drv.ms/u/s!Aj01NRdAfaJ2hDSfbzPOXmTOuwRU?e=tIGbpP

    #44692

    Try to convert all to mesh and then do CTRL+n to normilize normals.

    Co-founder and lead graphics specialist at Soft8Soft.

    #44695
    yentzstrike
    Participant

    They are meshes already, thats not it.

    #44696

    I’ve done this with your file and it helped.

    Co-founder and lead graphics specialist at Soft8Soft.

    #44724
    yentzstrike
    Participant

    By helped do you mean it solved the problem completely? Do you mean to recalculate the normals? This I have done already and again after your suggestion, but for me it just doesnt seem to work. Heres a picture of how it looks, the meshes are barely even there.

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    #44726

    Seems your project is to small try to scale it up 10 times.

    Co-founder and lead graphics specialist at Soft8Soft.

    #44728
    yentzstrike
    Participant

    Scaling did not help either unfortunately. However, I think I found the root of the problem at least, the Verge3D exporter. I did a test with exporting the same assets via Blenders built in gltf exporter and the Verge3D one and checked them via an online gltf viewer (https://gltf-viewer.donmccurdy.com/). The top picture is the verge file, the bottom one is exported via Blender. In addition I got some warnings for the verge file, I listed them below. What can I do with this information?

    VALUE_NOT_IN_LIST Invalid value ‘material.nodeValue[“Principled BSDF”]’. Valid values are (‘translation’, ‘rotation’, ‘scale’, ‘weights’). /animations/0/channels/0/target/path

    UNSUPPORTED_EXTENSION Cannot validate an extension as it is not supported by the validator: ‘S8S_v3d_material_data’. /extensionsUsed/0

    ACCESSOR_INDEX_TRIANGLE_DEGENERATE Indices accessor contains 77175 degenerate triangles (out of 89673). /meshes/1/primitives/0/indices

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    #44758
    xeon
    Customer

    To solve this problem for Verge you will need to Convert the curved-based surface to a mesh. Then once a mesh…”Remesh” it smooth with sufficient detail to make the wires curves nice and smooth. The poly count will go through the roof but that’s okay. Then Disseminate the object…. getting the poly count back down to the original.

    That seems to do the trick.

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    Xeon
    Route 66 Digital
    Interactive Solutions

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