We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

On/off lights

Home Forums General Questions On/off lights

Viewing 11 posts - 1 through 11 (of 11 total)
  • Author
    Posts
  • #13818
    NicolaeIonascu
    Customer

    Hi

    Is it possible to switch the lights via puzzles in the application?

    Thanks

    #13827

    Is 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.

    #13828
    scalare
    Customer

    Hey 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!

    #13851

    Hi,

    I think a texture slot is reserved for a light even if its intensity is zero.

    Chief 3D Verger | LinkedIn | Twitter

    #13930
    scalare
    Customer

    Ugh, 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?

    #13936

    I have an idea – you can probably load additional lights in run time if not on iOS.

    Chief 3D Verger | LinkedIn | Twitter

    #13967
    scalare
    Customer

    So I create an additional gltf file with just lights and load it into the current scene? Brilliant! :-D

    #17491
    scalare
    Customer

    So, 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

    #17502

    Very good! Thanks for sharing your solution! :good:

    Chief 3D Verger | LinkedIn | Twitter

    #35858

    Since Verge3D 3.5 it’s possible to use Puzzles to control lights.

    Soft8Soft Tech Chief
    X | FB | LinkedIn

    #36093
    scalare
    Customer

    Excellent, thank you, Yuri!

Viewing 11 posts - 1 through 11 (of 11 total)
  • You must be logged in to reply to this topic.