Home Forums Official Announcements Verge3D 2.12 pre2 available!

This topic contains 53 replies, has 13 voices, and was last updated by Avatar jem 2 months, 1 week ago.

Viewing 15 posts - 16 through 30 (of 54 total)
  • Author
    Posts
  • #13852
    Yuri Kovelenov
    Yuri Kovelenov
    Developer

    example in which we can see this working?

    We are in the process of updating our demo apps for this new feature, so you’ll have the access to examples soon.

    Founder & CEO at Soft8Soft
    LinkedIn | FB | Twitter | VK | 新浪微博

    #13853
    Yuri Kovelenov
    Yuri Kovelenov
    Developer

    the default scene does not show the gray background, and the cube looks a bit darker/more contrasty.

    I’m glad you figured that out. We’ll discuss a possible fix to this issue.

    Founder & CEO at Soft8Soft
    LinkedIn | FB | Twitter | VK | 新浪微博

    #13899
    Avatar
    NaxosCG
    Newbie

    Just to tell, if you guys need an open-source java-coded GI renderer, SunFlow may still be available ;-)

    I dream about a nice, simple-to-code, no plugin required 3D tool (like Verge3D) that would let the final user to click on abutton to start a nice render (like Keyshot / VrayRT / Corona IR), or when the user stop moving the mouse (like for the AA).

    That would be so great !

    #13900
    Yuri Kovelenov
    Yuri Kovelenov
    Developer

    that would let the final user to click on abutton to start a nice render (like Keyshot / VrayRT / Corona IR), or when the user stop moving the mouse (like for the AA).

    That is a great idea! This can include GI, quality SSAO, reflections etc. We should definitely think about this. :good:

    Founder & CEO at Soft8Soft
    LinkedIn | FB | Twitter | VK | 新浪微博

    #13901
    Avatar
    NaxosCG
    Newbie

    Maybe not the full package as Vray / Corona renderes, as we more often use Verge3D for packshots / configurators of objects, not interior archviz scenes…

    But please have a look at Keyshot : it is a packshot renderer (they also put some heavy Gi for interiors too, but not really usable)…

    There was a time i’ve managed a project like this one : my coding guys have put SunFlow into Wirefusion… And it worked good : change colors / materials, turn around, then clik a button to get a nicely rendered picture.
    Unfortunatelly, Wirefusion is no more (good for you guys), and the project is left behind some 10 years ago.

    Attachments:
    You must be logged in to view attached files.
    #13904
    Avatar
    NaxosCG
    Newbie

    http://sunflow.sourceforge.net/
    Sunflow is a bit old, but could do the trick for packshots.

    Of course, the best would be to get some connexion / partnership with Corona Render ;-)

    #13905
    Avatar
    NaxosCG
    Newbie

    I would have made an animated gif to show the stuff working, but Java applets are no more allowed on windows10 web browsers…

    #13906
    elk
    elk
    Licensee

    I tried both “All Objects” and a list of object with the “When moved” puzzle to try and keep the renderer enabled while camera or anything else is moving and disabeling when no more objects are moving, however the last object in the list or All objects seems to “override” the other objects. I guess the “when moved” puzzle was built for use with objects one by one. (See attached screenshot, where Camera object seems to “override” movement in the other objects, the renderer is only anabled when Camera is moving)

    So my guess is that if you putt a list it will run the entire puzzle (start:do, when moving: do and stop:do) on one object at a time, and not doing an evaluation for each and then running the three “slots”?

    Haven’t thought about how this might be inconsistent with how lists are used in other puzzles, but I was sort of expecting “start: do” to run when one ore more objects in the list start moving after all having been still, “while moving: do” being run while any number of objects in the list is moving, and “stop:do” being run only when the last object that is still moving become still again.

    I was thinking of doing this logic in a different way anyway, but if the way it is now is not the intended behaviour I will consider reverting to this method once fixed.

    • This reply was modified 3 months, 1 week ago by elk elk.
    • This reply was modified 3 months, 1 week ago by elk elk.
    Attachments:
    You must be logged in to view attached files.
    #13910
    Yuri Kovelenov
    Yuri Kovelenov
    Developer

    @naxoscg thanks for info and the link!

    Founder & CEO at Soft8Soft
    LinkedIn | FB | Twitter | VK | 新浪微博

    #13911
    elk
    elk
    Licensee

    So going on my prevoius assumption that the “loop” is run for every object in the list I still get the same problem as before, the last object “override” the rest of them somehow. I tried with the setup in attached screenshot, there I will enable the renderer once 1 or more objects ar moving and only disabeling when the the number of moving/animating objects reach 0 again. (not visible in my screenshot, but i set the animationCount variable to 0 at the top of the current puzzles tab)

    I could sett up puzzles for testing my assumptions here, but I think my assumptions here are wrong, or something about the inner workings of the when moved puzzle combined with lists are not quite right.

    If I could get a quick explanation of how the logic flows inside the when moved puzzles using lists that would be great!?

    EDIT: sorry about the rant but I’m just editing as I make assumptions, is it like a switch statement of sorts ?, so once one object is found to trigger a condition it will use that, in effect for my setup just using the first object it evaluates ? That sort of would be consistent with my findings so far.

    • This reply was modified 3 months, 1 week ago by elk elk.
    • This reply was modified 3 months, 1 week ago by elk elk.
    Attachments:
    You must be logged in to view attached files.
    #13913
    Yuri Kovelenov
    Yuri Kovelenov
    Developer

    however the last object in the list or All objects seems to “override” the other objects

    Yep, I’m reproducing this. Will check it!

    Founder & CEO at Soft8Soft
    LinkedIn | FB | Twitter | VK | 新浪微博

    #13915
    elk
    elk
    Licensee

    Sweet, thanks Yuri.

    • This reply was modified 3 months, 1 week ago by elk elk.
    • This reply was modified 3 months, 1 week ago by elk elk.
    #13919
    Yuri Kovelenov
    Yuri Kovelenov
    Developer

    It was a bug indeed. Please replace the Puzzles runtime and check if this fixes the issue.

    Attachments:
    You must be logged in to view attached files.

    Founder & CEO at Soft8Soft
    LinkedIn | FB | Twitter | VK | 新浪微博

    #13921
    elk
    elk
    Licensee

    That was quick :) works for the animationCount setup, the simpler setup still does not work as I was initialy thinking, but putting enable rendering also in “while moving” now makes it behave fine. I think I have been thinking about the list iteration wrong, but testing this out, and with the bug fixed it makes more sense.

    Thanks Yuri :good:

    #13922
    Yuri Kovelenov
    Yuri Kovelenov
    Developer

    glad it helped! :)

    Founder & CEO at Soft8Soft
    LinkedIn | FB | Twitter | VK | 新浪微博

Viewing 15 posts - 16 through 30 (of 54 total)

You must be logged in to reply to this topic.