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Verge3D 2.12 pre2 available!

Home Forums Official Announcements Verge3D 2.12 pre2 available!

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    HTML window puzzle was added to access the window object, which is required to be an input by some HTML event puzzles. Particularly, you can now create a resize handler for the browser window.

    Window HTML puzzle used to handle resize window event.

    An HTML-based alert message template is now available from the Puzzles library.

    Alert message Puzzles library entry

    You can use this template to quickly setup a privacy warning for your app, for example (as we did in our Custom Image demo).

    HTML-based alert message shown for Custom Image demo

    Fixed Dictionary puzzles crashing when their input slots are vacant.

    3ds Max’ installer picture was updated.

    Verge3D for 3ds Max installer

    Removed the Google+ option from the social share link puzzle as this web service is no longer available.

    Fixed Blender crash when the Export Custom Properties checkbox is enabled.

    While the state-of-the-art WebXR undergoes heavy changes, we have added some improvements for the legacy WebVR implementation. Particularly, WebVR controllers are now supported (based on game pads).

    Also the end VR session puzzle was added to programmatically exit the VR mode. We also fixed the resize issue manifested upon exiting the VR mode.

    End VR session puzzle.

    Finally, we added the JavaScript method Detector.checkNativeWebXR() that allows a programmer to detect whether a VR app is running on top of WebXR or legacy WebVR.

    [3ds Max only] Improved Clear Coat support. This feature now produces similar results compared to 3ds Max.

    Coating parameters of the physical material map in 3ds Max

    Particularly, the Coating Bump Map input for physical material map is now supported.

    Using the Coating Bump Map input of the physical material map in 3ds Max

    [Blender only] Fixed export parameters not working properly when multiple scenes are present in a blend file.

    [Blender only] Settings for selecting which collections to export have been added to Blender UI. You can use them to ignore assets that you don’t want to be exported (such as high-poly models, Cycles setups, etc).

    Settings for selecting which collections to export

    The Story Height parameter is now supported for the FPS camera to allow for navigating through multi-floor buildings.

    3ds Max:

    Story height setting for first-person camera in 3ds Max


    Story height setting for first-person camera in Blender

    Fixed export crash with asset compression enabled for very big exported files.

    [Blender only] Supported the Gradient Texture EEVEE/Cycles node. Despite its name, this node does not occupy a texture slot in the WebGL shader, and thus can be considered as an effective replacement for images.

    Gradient Texture EEVEE/Cycles node usage example.

    Animate param puzzle that wraps the Tween.js library in now available.

    Tween.js easing modes

    The puzzle offers all 31 easing modes (pictured), duration, repeat and yoyo settings, and the update and complete callbacks.

    Animate param puzzle usage.

    The new puzzle works with numbers, lists and dictionaries.

    Puzzle that enables supersample anti-aliasing (SSAA) is now available. It can significantly increase the rendering quality at the expense of performance. To compensate the performance loss, you can use it only when your scenes stay static. You can detect when the user moves the camera or objects using the when moved puzzle and disable SSAA at this moment.

    Supersample anti-aliasing puzzle.

    In addition to that, you can disable rendering when your scene is static by using another new puzzle called disable rendering (and resume with enable rendering), thus saving batteries on mobile devices or laptops, and getting rid of cooler noise on desktops.

    Enabling supersampling and disabling rendering for static WebGL scenes.

    The combination of the aforementioned puzzles can drastically improve user experience so consider adding them to the relevant parts of your Puzzles scenarios.

    Advanced timer puzzles were added in addition to the existing puzzles from the Time category. As a result, you can cancel a timer at some moment by referring to it via name.

    Set timer and remove timer puzzles

    Ring demo was converted for PBR materials (so far only Blender version).

    3ds Max 2020 is now supported. Support for 3ds Max 2015/2016, which did not offer PBR pipeline and are no longer available for downloading from Autodesk website, is now considered obsolete and will be removed from Verge3D soon.

    Chief 3D Verger | LinkedIn | Twitter


    Very, very nice. Thank you. :good:


    Wow, you are efficient! Thanks for providing the Alert puzzle. :good:


    Amazing update, can’t wait to test out the Story Height :yahoo:

    Was almost getting to implement a better disable render functionality for my app setup, so being able to do it in straight puzzles now was perfect for me :good:

    Thanks guys :yahoo:





    "1+1=3... for large values of 1"


    Ok, next is GI-render inside Verge3D (like Keyshot, forex.)
    Imagine, when mouse stops, a great nice render occurs…
    The 3D holy grail ;-)

    "1+1=3... for large values of 1"


    Many amazing updates, very high development efficiency :good:


    Thank you, everyone, for provided feedback that helped us prioritize features for this update. :bye:

    Chief 3D Verger | LinkedIn | Twitter


    That is AWESOME, Yuri! Thank you!

    A couple questions: do we have to enable supersampling somewhere at Blender side as well like with other post-processing effects? And can you please explain what the parameters 2x-16x mean? I did not find the new puzzle in the Post-processing Puzzles documentation page yet.

    Thanks again.


    Also, can you please let us know if the “when moved” puzzle will also work with “all objects”? If so, I can control antialiasing when both the camera is moving and animations are playing, right?



    enable supersampling somewhere at Blender side

    nope just in Puzzles

    what the parameters 2x-16x mean

    that’s quality – the more the better

    “when moved” puzzle will also work with “all objects”?

    Yes it should work so.

    I can control antialiasing when both the camera is moving and animations are playin

    right, if anything should be updated then you enable rendering and remove supersampling until your scene turns to static again

    Chief 3D Verger | LinkedIn | Twitter


    Thanks Yuri! However, I tried it with the files I’m working on and I did not see much difference. Is there an app example in which we can see this working? Or maybe you can point me an app to which I can add the puzzles to, copying your explanation above, where the antialiasing difference will be noticeable?


    Just tried the SSAA, and some apps just won’t start or get darker. So I tried setting up a new app and and just going into puzzles to add the SSAA, and the default scene does not show the gray background, and the cube looks a bit darker/more contrasty.

    The SSAA at x16 looks great tho :good: Tried rexporting but saw no change. Tested in Chrome and FF on windows 7.

    Anyone else getting the same thing?

    EDIT: so after a bit more messing around it seems that you can’t set the supersampeling by itself, like if you want it to be on from the start, putting it in a block of some sort seems to fix the darkening and the background going black (like a after 0 second(s) block for instance), I am guessing that there is some buffer that is not ready if you set it directly. Hovever, I am still getting a frezz on another scene, but that might be some other conflict, will try to resolve it tomorrow.

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