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Verge3D 3.3 pre2 available!

Home Forums Official Announcements Verge3D 3.3 pre2 available!

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  • #30205

    Here is the second preview build of the upcoming Verge3D 3.3. In this preview you’ll find the long-awaited glTF export feature, some improvements in Woocommerce integration, further loading and performance optimizations, new Maya nodes, and bug fixes. Check it out:

    Chief 3D Verger | LinkedIn | Twitter

    #30206

    glTF export

    You can now export objects, groups of objects or entire scenes in glTF format. Both .gltf or .glb (binary) options are available.

    glTF export puzzle

    This puzzle is capable of saving configurated objects from your applications.

    For best results, as well as for creating standard glTF files (without Soft8Soft/Verge3D extensions) that can be viewed by third-party glTF viewers (such as Microsoft Windows 10’s default glTF viewer), we recommend you to use glTF-compatible materials.

    Blender-specific

    We made the lighting consistent for scenes with missing World materials (reported here).

    We fixed the exporter crash when materials are missing on curve objects.

    We optimized the shader code for the following nodes, speeding up shader compilation: Diffuse BSDF, Glossy BSDF, Glass BSDF, Translucent BSDF, and Refraction BSDF.

    Max-specific

    Shadow brightness is now supported for the Matte/Shadow material.

    Maya-specific

    We supported new nodes: Color Constant, Float Constant and Unit Conversion.

    We fixed the bug with many-to-one connections in node materials, e.g. when several Float nodes are connected to a single Color input.

    We fixed the exporter crash related to missing UV data on the exported meshes (reported here).

    We optimized the shader code for the Lambert node, speeding up shader compilation.

    Other improvements

    Global product attributes are supported for Woocommerce in Verge3D WordPress plugin. Also the WordPress plugin now won’t upload Maya scene files (*.ma and *.mb), similarly to Blender and 3ds Max scene files.

    We improved the performance and further reduced compilation time for the environment shader.

    There were some other cleanups and refactoring of engine shader code.

    We made various minor improvements in the documentation, including fixing broken links, missing media files, etc.

    Bug fixes

    We fixed some bugs in the App Manager related to the application updating feature. Also improved the performance of updating.

    We fixed memory leaks when unloading applications.

    We fixed the crash with custom materials assigned to objects with JavaScript (reported here).

    Chief 3D Verger | LinkedIn | Twitter

    #30207

    Grab the preview build from the downloads page and see how it works for you!

    Chief 3D Verger | LinkedIn | Twitter

    #30219
    CyberFox
    Customer

    The built-in GLTF exporter is just an incredible tool!! It is very nice to watch the constant updates and realize that Verge is becoming a powerful tool. At the moment I think this is the best tool for working with Web3D :good: :good:

    #30245
    johngrigni
    Customer

    Awesome and timely! Thank you!

    #30246
    GLiFTeK
    Customer

    Very excited about the exporter!
    Go soft8soft!

    Ps: are we to expect GLB (or other) firsts to be exported anytime? :good:

    #51530
    pvilarim
    Participant

    Is it possible to export DXF files through verge? This would help create many apps for digital manufacture. If there is no native way of Verge3D, is it possible to create a adapation for this? Do you know any way to do so, or if any verge user has already created something like this?

    #51532

    hi,

    It looks like you can import DXF files to Blender first, so that they become available in your Verge3D scene. Being Autocad files, they can probably be easily imported to Autodesk tools (Max or Maya) as well.

    Chief 3D Verger | LinkedIn | Twitter

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