Home › Forums › Official Announcements › Verge3D 2.11 pre1 build available!
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- This topic has 24 replies, 9 voices, and was last updated 5 years, 9 months ago by patrickbelt.
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2019-02-21 at 2:59 pm #11641Yuri KovelenovStaff
We are happily presenting you the first pre-release of Verge3D 2.11 for both 3ds Max and Blender! Help us test the new features:
Configurators
Implemented the puzzles that allow the users to select images or other files on their local computers to be used in an online Verge3D application. The selected image can be used for replacing a texture on a model, or for sending it to the server backend for persistent storage using the send data puzzle.
Verge3D WordPress plug-in now supports uploading and storing files. This feature allows the users to persistently store content created in Verge3D applications, such as taken screenshots, uploaded textures, and saved configurations.
Implemented the get URL data puzzle that can be used to generate a link to a saved configuration, and to parse such a link to restore the saved configuration.
VR
Supported VR session events generated by controllers’ buttons (such as those of HTC Vive, Google Daydream, Google Cardboard v.2).
Now you can specify the time period after which hovering a reticle over some target object triggers the click event.
A custom VR reticle can now be assigned.
Physics
The Oscar-winning physics engine Bullet was integrated into Puzzles! So far the following puzzles were implemented:
- create physics world
- create physics body
- physics body params
- detect collision
- collision info
The Physics module can be added upon app creation using the corresponding option in the App Manager.
EEVEE
Voronoi Texture EEVEE/Cycles node is now supported. This node is heavily used in the upcoming Jewelry material pack.
We also managed to fix the Glossy BSDF EEVEE/Cycles node that produced incorrect specular effect.
Puzzles
New puzzle elapsed total was added to serve as a clock (e.g. for procedural animations). The puzzle that was called simply elapsed was renamed elapsed delta.
Implemented get camera direction puzzle. With it you can get the direction at which the camera is currently looking.
New puzzle get GPU vendor/model allows for detecting the user’s graphics hardware.
A group of puzzles that work around the sound-on-iOS problem was added to the Puzzles library to serve as example.
Bug fixes
- Fixed orphan objects exported to glTF from Blender 2.80 in some cases.
- Fixed the play animation puzzle not working when animation speed is represented with a variable rather than explicitly with a number.
- Local camera transformations (for example, via the change local puzzle) now correctly work in VR mode.
- Fixed orbit controls not working properly in VR mode.
- Fixed flickering of the VR reticle due to improper synchronization with the camera.
Download the pre-release build from this page!
2019-02-21 at 3:44 pm #11642roybellCustomerGreat!
One question: in wordpress plugin i would set 100% iframe width .. but it is not possible (does not accept 100% ).2019-02-21 at 3:56 pm #11645Yuri KovelenovStaff2019-02-21 at 6:26 pm #11646AndrejusParticipantPhysics. Very nice.
2019-02-21 at 10:20 pm #11648scalareCustomerWow, Keep it up!
2019-02-21 at 11:22 pm #116512019-02-21 at 11:27 pm #11652elkCustomerPhysics! Nice! Looking forward to having a play with that over the weekend.
2019-02-22 at 12:51 am #11654go4siteCustomerOMG!!!
Thanks Yuri for such a timely update. I am currenlty working on configurator project and wanted texture mapping using uploaded images.
Is there any demo included for this feature?Also, is it possible to take a screenshot and let user save a snapshot on local computer in png/jpg?
Thanks again! Keep it up!
2019-02-22 at 9:18 am #11671Yuri KovelenovStaff2019-02-22 at 9:34 am #11672Yuri KovelenovStaffIs there any demo included for this feature?
Not yet. We are thinking about writing some docs or tutorials to show some usage examples.
Also, is it possible to take a screenshot and let user save a snapshot on local computer in png/jpg?
you can take a screenshot and place it as a link or an image on the webpage for the user to download.
2019-02-22 at 6:16 pm #11678roybellCustomer………. We are thinking about writing some docs or tutorials to show some usage examples.
… more tutorials than you can
2019-02-23 at 12:02 pm #11705elkCustomerJust a quick thing i noticed. There is no option to include physics if you update an app from within the app manager.
Also, where do i set the custome reticule for VR, and should controllers be picked up automaticaly in VR, my Oculus Go does not seem to pick it up, do I need to set up somthing else, or is controller on that HMD not supported yet .. ?
2019-02-24 at 1:01 am #11723PottsieParticipantGreat update. But I’m having trouble with the new configurators (replace texture).
My scene has a simple plane with a material/brick texture. However, with the materials puzzle, I’m not sure why it doesn’t recognize the texture I have in the Blend file. It says “no textures” – even though I have an image texture. I’ve attached a screenshot.
Unless I’m misunderstanding, the intended result will upload an image off my local drive and replace the brick, correct?
Check out my sketch book :) | www.instagram.com/b.potts.art/
2019-02-24 at 2:52 am #11725zjbcoolCustomerIt says “no textures” – even though I have an image texture. I’ve attached a screenshot.
Hi,
I’ve tested the new “open file” puzzle,and it works well.
Meybe you could test it using a simple diffuse material with an image texture.2019-02-24 at 10:24 am #11746Yuri KovelenovStaff -
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