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 3.2 pre3 available!

Home Forums Official Announcements Verge3D 3.2 pre3 available!

Viewing 11 posts - 1 through 11 (of 11 total)
  • Author
    Posts
  • #28704

    Here is another bunch of functionality scheduled for v. 3.2. See how it works with your apps!

    Chief 3D Verger | LinkedIn | Twitter

    #28705

    Updating and Backups

    The App Manager will now try to automatically merge your changes made in HTML/CSS/JS files if there are any changes in the application templates. To do so it uses an algorithm found in git and other version control systems. If merging is not possible, the algorithm falls back to the old behavior, overriding the application files.

    This merging/overriding mechanism is now enabled by default, yet can be turned off in the update dialog window. All HTML/CSS/JS files of stock Verge3D demos have been updated using this feature.

    To prevent possible loss of data in the case you changed the default HTML/CSS/JS files but auto-merging has failed, backups will be made during updating by copying files to your_app/v3d_app_data/update_backup folder.

    Also the Puzzles editor’s backups were moved in this folder, i.e.: your_app/v3d_app_data/puzzles_backup.

    Warning: the merging feature will start working from the second app update. For the first time it will work in overwrite mode (backups will still be made).

    Other Improvements

    Performance considerations subsection was added to shader reference for Blender, 3ds Max and Maya.

    We improved the quality shadows by reducing artifacts as a result of better shadow volume calculations. Also the ESM algorithm was further improved.

    Documentation on shadows has been significantly expanded and updated. These chapters now include Troubleshooting information to help you get rid of shadow artifacts such as on the image below. See it here: Blender, 3ds Max, Maya.

    The performance profiler now outputs information about the pixel ratio, and all post-processing passes used in the scene.

    The AR demos Augmented Reality and Industrial Robot now work properly in Mozilla WebXR browser on iOS.

    The ECMAScript6 version of the Verge3D runtime (v3d.module.js, available only to Enterprise users) now works properly with all Verge3D scenes.

    [Blender] 32-bit Windows is now supported.

    [3ds Max] Empty scenes with only one light source and no geometry no longer crash the exporter. Also if export is cancelled during progress, the exporter no longer crash.

    [Maya] We initiated the implementation of node-based materials. For now 7 nodes are supported: aiStandardSurface, StandardSurface, file, place2dTexture, shadingEngine, bump2d, and aiFlat.

    Chief 3D Verger | LinkedIn | Twitter

    #28706

    As usual, you can grab the preview bundle from the downloads page!

    Chief 3D Verger | LinkedIn | Twitter

    #28733
    scalare
    Customer

    Excellent! I was getting artifacts on the shadows with the previous version, I’ll check this ASAP. Thank you!

    #28754
    GLiFTeK
    Customer

    i haven’t found it yet if it exists, but is there a method yet to do shadow ‘clip’ maps, where the transparent areas of an alpha image on a plane, for example, would show light through, and shadow the occluded areas?

    like a stage light uses what’s called a “gobo” – http://gobo – wikipedia

    iv’e got them working in eevee, not in verge

    nice updates! :good:

    #28756
    scalare
    Customer

    Hi GlifTek,

    I haven’t tried it but what if you disable “traceable” in material options to prevent the object from casting a shadow and let light pass through it, and then add a plane right below the object (or inside it) so that it is not visible, but with holes in its geometry matching the transparent areas, and make it cast shadows, of course.

    #28757
    scalare
    Customer

    Actually, I’m not sure if the traceable option is supported by Verge3D, but maybe you can play with the Shadow mode for the object material?

    #28758
    GLiFTeK
    Customer

    Actually, I’m not sure if the traceable option is supported by Verge3D, but maybe you can play with the Blend Mode for the material in the object and use Alpha Blend?

    yeah been doing that for about an hour now.. i can alright results in eevee.

    if i really need it i’ll just make the object geometry and just use that.

    that’s for later though.. was just curious thanks tho

    #28760
    scalare
    Customer

    I edited the answer after posting but it seems you got the email before I re-posted :mail:

    #28793
    GLiFTeK
    Customer

    I edited the answer after posting but it seems you got the email before I re-posted :mail:

    what email//?

    #28795
    scalare
    Customer

    Never mind. I had edited my answer about the Alpha Blend to make it refer to the Shadow mode instead, but you saw my answer before I edited it. I thought you were getting notified about follow-up replies via emails.

Viewing 11 posts - 1 through 11 (of 11 total)
  • You must be logged in to reply to this topic.