- 2019-04-15 at 3:31 pm #13923
I have noticed that that all edges of my meshes are smooth shaded. This occurs even when the edges should be sharp. This makes the objects in the scene look a bit like potatoes (see screen shots).
I have tested this with both edges that are explicitly marked as sharp and edges that are sharpened with auto-smooth. I have attached a simple project that demonstrates this.
I observed this issue while using the latest version of Verge3D (2.12 pre2) and Blender (2.80 15 April 2019). I can resolve the issue by falling back to an older build of Blender. The issue does not occur when I use 2.12 pre2 with Blender 20 March 2019 build. I am not sure if the issue is caused by Verge3D or Blender.
- This reply was modified 9 months, 1 week ago by jem.
Attachments:You must be logged in to view attached files.2019-04-15 at 5:00 pm #13929
so could it be that my test was using “All objects” what was causing the antialiasing effect not to work? I also noticed the black screen last week when I tried the supersampling by itself. Do I have to check for every object and camera to enable the antialiasing, or I got this wrong?
Thank you!2019-04-15 at 7:43 pm #13932
my favorit is:
HTML window puzzle
2019-04-16 at 7:18 am #13935
@jem confirming the smooth shading issue in the latest Blender 2.8. Will try to implement a workaround ASAP.
@alfred glad you like it!2019-04-16 at 7:07 pm #13971
What great welcome additions. I am looking forward to using the gradient texture and the easing puzzles.
Simone2019-04-16 at 8:24 pm #13976
Tested with Blender 2.79.
Gradient texture works great!!2019-04-17 at 7:07 am #139862019-04-17 at 8:42 am #13994
Is there also a possibility to hide object with easing?
Or can this be achieved only with combination of material transparency controller and after transparency=100% animation end -> hide object puzzle?2019-04-17 at 9:10 am #140012019-04-17 at 8:28 pm #14021
I tested the antialiasing feature in 2.12 pre2. It really does improve the appearance of most scenes.
I set up my SSAA puzzles as you described at the beginning of this thread. The antialiasing is only active when the scene is at rest, but I noticed a side-effect. When I attempt to move my resting scene, it hesitates before it moves. The hesitation lasts for about one second. After this time passes, the SSAA disables and the scene moves smoothly as it should.
I am running on Chrome with an i7 and an Nvidia Quadro so I do not think that this issue is a result of a lack of power.
Thanks for the great work.2019-04-18 at 7:07 am #140242019-04-21 at 1:03 pm #14115
Maybe this would fit better in suggestions, but I thought i would mention it here, as this introduced the disable/enable rendering puzzles;
Would it be possible to get like a “render next frame” puzzle. If say the renderer is disabled for when the scene is still and you go into fullscreen mode, resize the browser window or change some effects for instance, it would be nice to just do one frame update after to reflect changes that are not “actual” movement in the scene, like the aspect ration going slightly off when entering fullscreen mode. I know I could do this by simply enabling and then disabling again, but if the rendering was already enabled I would have to make extra logic to check for that everywhere I just want to updated the frame once, giving me a lot more puzzles. I could probably just save the state of the renderer to a variable right before I do all this, and then reset it aftewords, but I think I would need to do this in code right now…?
So if it is not to much work I would suggest a “one frame” update puzzle that would update once if the rendering is disabled, otherwise just continue being enabled.
Or if anyone got a simple solution to this that I just haven’t thought of, pleas let me know2019-04-22 at 6:56 am #141192019-04-22 at 10:53 am #14123
Excelente2019-04-25 at 12:43 pm #14225
I’m trying to monitor the window resize event, and check what the new window width is to resize some trigger buttons (to make them bigger for mobile, so it is easier for users to tap on them). For this, I’m using the new “on event of resize” puzzle. It responds to the resize event correctly, but I’m not being able to get the actual window width with the “get attr width” puzzle. I use that to set a variable that I plan to check to decide what size the trigger buttons should display at, but when I print it to the console log, I get an “undefined” value.
Am I doing something wrong?
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