Home › Forums › General Questions › On/off lights
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scalare.
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2019-04-12 at 9:18 am #13818
NicolaeIonascu
CustomerHi
Is it possible to switch the lights via puzzles in the application?
Thanks
2019-04-12 at 1:01 pm #13827
Mikhail LuzyaninStaffIs it possible to switch the lights via puzzles in the application?
You can make an animation of the light intensity and play it’s animation using Play Animation puzzle.
Co-founder and lead graphics specialist at Soft8Soft.
2019-04-12 at 1:20 pm #13828
scalareCustomerHey Mikhail,
will that count as if the light was not present in the scene? I’m looking for ways to reduce the number of textures used in a scene to improve visualization on IOS. If a light has zero intensity, will a shadow map be generated for it, and therefore count as one texture?
Thanks!
2019-04-15 at 7:01 am #13851
Yuri KovelenovStaff2019-04-15 at 5:02 pm #13930
scalareCustomerUgh, OK, thanks. So it seems there is no way to avoid duplicating the gltf files then? One for IOS (with reduced number of textures) and another one for the rest of the operating systems?
2019-04-16 at 7:27 am #13936
Yuri KovelenovStaff2019-04-16 at 12:28 pm #13967
scalareCustomerSo I create an additional gltf file with just lights and load it into the current scene? Brilliant! :-D
2019-08-04 at 2:17 pm #17491
scalareCustomerSo, I’ve tried a different route with this (I include it here in case it helps someone else). What I did was to have one light in the scene, but set to “Disable in Renders”. That way, when the app is loaded in a mobile device, it is turned off, and we don’t have the issues with IOS. And then, using the “feature available” puzzle, I check for “Mobile Device”. If true, nothing has to be done, but if false (desktop) we use the show puzzle to turn on the light (the even though it is not turned on, it is exported, and we can control it after the app is loaded). So this ends up working like a progressive enhancement. We load the “mobile view” at the start, and if we confirm that the app is being accessed from a desktop computer, we enable additional lights :-D
2019-08-05 at 7:31 am #17502
Yuri KovelenovStaff2020-11-25 at 10:04 am #35858
Alexander KovelenovStaffSince Verge3D 3.5 it’s possible to use Puzzles to control lights.
2020-11-30 at 3:35 pm #36093
scalareCustomerExcellent, thank you, Yuri!
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