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.

Verge3D 2.16 pre2 available!

Home Forums Official Announcements Verge3D 2.16 pre2 available!

Tagged: ,

Viewing 15 posts - 1 through 15 (of 16 total)
  • Author
  • #20580

    The second preview build of 2.16 is out with a bunch of new features! Check it out:

    Chief 3D Verger | LinkedIn | Twitter


    Better Ambient Occlusion

    New ambient occlusion algorithm which provides better quality and performance is available in the form of a new puzzle. The old SSAO puzzle is deprecated but will continue to work.


    The button for pausing and resuming the rendering is now available in the Puzzles editor. It may help, particularly, when you’re scripting heavy scenes. Also you may use the Ctrl-S shortcut for the Save operation.

    The download file puzzle was implemented. You can use this puzzle, for example, to save previously taken screenshots, or to save some information in a text file.

    User-created entries in the Puzzles Library can now be easily restored after engine update as they are now stored in the dedicated file called puzzles/my_library.xml. Simply copy this file to the new Verge3D installation folder.

    Physics puzzles now support multi-material objects. We have also updated the physics demo both for Blender and Max versions.

    Blender-Specific Features

    The material panel now has a checkbox for making a material strictly compatible with the glTF 2.0 standard (i.e. without Soft8Soft extensions). For now, only materials with the Principled BSDF node can be converted to become glTF-compliant.

    Such shaders are simpler and faster compared to EEVEE-based materials, yet provide decent quality. The node group called Verge3D PBR previously used for creating glTF-compliant materials is now deprecated but will continue to work. The documentation page was updated to reflect the above-mentioned changes.

    Also, the upcoming Blender 2.81’s Noise Texture node is now supported.

    Compatibility Across Platforms

    We made Verge3D work on older iOS devices such as iPad of 2 and 3 generations, iPad mini 1st gen, iPhone 4s, as well as on older Android devices with Mali (Samsung S6 etc) and Qualcomm Snapdragon (Samsung S5 etc) GPUs.

    Verge3D now prints a warning to the browser console if the number of textures per shader exceeds the harsh iOS limit of 8. Also we now force using WebGL 1.0 on iOS, as WebGL 2.0 on this platform is still in development.

    Other Improvements

    We removed odd Python cache files from the distribution (that was several hundreds of useless files stored in __pycache__ folders).

    Bug Fixes

    We fixed the issue with touch move events (particularly, provided by HTML Puzzles) not working due to a conflict with the default touchscreen controls.

    Now scenes without any geometry won’t crash the engine.

    We also fixed the crash when screen-space reflection/refraction is enabled for glTF-compliant materials.

    Finally, post-process effects are now restored upon exiting the AR or VR modes.

    Chief 3D Verger | LinkedIn | Twitter


    Download this preview build from here.

    Chief 3D Verger | LinkedIn | Twitter


    Thank You! :good:


    I have a little suggestion for the jigsaw area. I don’t know if it can be realized. The main purpose is to facilitate the management of jigsaw puzzle and inspection. Want to add some hierarchy. This will make it more convenient for novice programmers like me to use it.
    Because I have a lot of Materials that need to be controlled. If all of them are connected together, it will be very inconvenient to manage. So I hope to control them in a hierarchical way, but at present, such puzzles can’t work. I don’t know if I can do some optimization.
    I’m sorry that my English is not good, which brings you incomplete reading.



    may be could prepare a simple example project which we could use to debug this issue?

    Chief 3D Verger | LinkedIn | Twitter


    Hey guys. I tried the new version.

    You mentioned that it would work on Samsung Glaxy S5. But that does not seem to be the case. Do i have to use somekind of new puzzle?


    You mentioned that it would work on Samsung Glaxy S5. But that does not seem to be the case. Do i have to use somekind of new puzzle?

    Hi, they had two versions of this smartphone, one with Exynos and another with Qualcomm Snapdragon chip. Which one do you have? You can look into the WebGL System Report page to inquire.

    Soft8Soft Tech Chief
    X | FB | LinkedIn


    Hey Alexander, according to your link it is Qualcomm.


    That’s strange, we have the same device and it does work. Got a link to test?)

    Soft8Soft Tech Chief
    X | FB | LinkedIn


    yes of course: https://brudiletten.de/konfi2/ (pasword: 12345)


    It looks like the page crashed with out-of-memory error. I’ve checked the project, it seams you’re using quite big textures in it, especially the roughness one (4096×4096). Try to reduce its size, because this texture alone will occupy up to 128 MB of the device memory.

    Soft8Soft Tech Chief
    X | FB | LinkedIn


    Hey Alex. I removed all textures (just to test it) – and the result is the same.

    Take a look: https://brudiletten.de/konfi2/

    Just using principled bsdf without any textures, but it still does not work on the s5.


    Hey Alex. I had the chance to test with another s5 with default factory settings. There it works in Chrome.

    But After updating Chrome via play store to the latest version, it does not work anymore.

    I also Tried Firefox for Android. There it works. So it has to be the latest chrome Version for the s5 , thats causing the problem.

    Maybe you tested with an older version.

Viewing 15 posts - 1 through 15 (of 16 total)
  • You must be logged in to reply to this topic.