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Verge3D 4.0 for Blender is out!

Home Forums Official Announcements Verge3D 4.0 for Blender is out!

Viewing 15 posts - 1 through 15 (of 30 total)
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  • #53061

    We are proud to announce the release of Verge3D 4.0, the next major version of the artist-friendly toolkit for creating 3D web interactives! This is a huge update, with tons of new features and complete overhaul of the tools, the file format, and the engine core.

    https://v3d.net/8fc

    Chief 3D Verger | LinkedIn | Twitter

    #53064
    Pascal
    Customer

    Excellent! :good:

    #53078
    GLiFTeK
    Customer

    Hi Yuri,
    I am checking through all my plugins (as reccommended per the Blockly update) and am finding many are error-ed ( red ).

    one message that is most often is :
    validation error – “TypeError: Block.prototype.getField expects a string with the field name but received null of type object instead”.

    my XML in my init.plug file for one with this message is

          
    <block type="GLIFTEK_Plugins_Template">
                <value name="objInput">
                    <shadow type="objectList">
                        <field></field>
                    </shadow>
                </value>
            </block>
    

    if i comment out the shadow type=”objectList”
    to the /shadow

    then the plugin is functional again, yet is obviously missing the shadow dropdown list for objects in the scene that’s needed for it to function.

    what is the new / other term used instead of “objectList” with the new puzzles / blockly?

    I feel this will solve many issues in my plugins that are malfunctioning because of the update.

    Thanks! :good:

    EDIT: in the “field” field i put the following and fixed it.

    
    <field name="FIELDNAME"><none></field>
    

    where ‘none’ is actually & l t ; none & g t ; (WITH NO SPACES. won’t come through properly because of BBCode.?)
    :good:

    ( still many many errors in other plugins to fix ) :wacko: :cry:

    final lesson from this post is that in init.plug files’ in the xml any <field> tags need a name now. :good:

    • This reply was modified 1 week, 4 days ago by GLiFTeK.
    • This reply was modified 1 week, 4 days ago by GLiFTeK.
    • This reply was modified 1 week, 4 days ago by GLiFTeK.
    • This reply was modified 1 week, 4 days ago by GLiFTeK.
    #53079
    GLiFTeK
    Customer

    Hi,

    One thing I’m noticing with the new update is that the names of puzzles (above the actual puzzle in the menu) when using dark mode are all in black text now so it’s very hard to read them. They used to be white.

    I think this should be put back to white in order to read them.

    #53143
    kdv77kdv
    Participant

    Texture compression works really cool: 18mb of .ktx2 textures vs 7mb of .jpg textures )))

    Scene Loading Time: ~2600 .ktx2 vs ~1500 .jpg

    Memory:
    .ktx2 vs .jpg

    #53154

    Hi GLiFTeK,

    final lesson from this post is that in init.plug files’ in the xml any <field> tags need a name now

    We will fix this issue in the next minor update this or next week. Unnamed fields won’t crash your plugin blocks anymore. Still you need to correctly specify the field name, because otherwise the puzzles editor won’t understand which field to modify and will simply ignore it (will also print a relevant warning in the browser console).

    In case you didn’t know that yet you can check out the xml tree for a puzzle block via the “Print Puzzle XML Tree” context menu option. More info here: https://www.soft8soft.com/docs/manual/en/puzzles/Plugins.html#init_plug_available_puzzles

    One thing I’m noticing with the new update is that the names of puzzles (above the actual puzzle in the menu) when using dark mode are all in black text now so it’s very hard to read them. They used to be white.

    Thanks for reporting! We’ll fix this bug in the next minor update too.

    Co-founder and lead developer at Soft8Soft.

    #53171

    @kdv77kdv

    Texture compression is intended to reduce video memory footprint. It may increase the file size and JavaScript heap size as you correctly noticed.

    Chief 3D Verger | LinkedIn | Twitter

    #53208
    GLiFTeK
    Customer

    Hi Ivan,
    One thing however, using my solution is causing all the other shadow fields to be ignored.
    It’s happening in some plugins and not happening in some others.
    take for instance this one.
    everything below the first objectList is empty without a shadow field now (thus missing recommended settings for users)

    
    <block type="GLIFTEK_GEOMETRY_Extrude_Geometry">
            <value name="objInput">
                <shadow type="objectList">
                    <field name="FIELDNAME1<none></field>
                </shadow>
            </value>
            <value name="nameInput">
                <shadow type="text">
                    <field name="TEXT1">_myExtrudedObject</field>
                </shadow>
            </value>
            <value name="segmentInput">
                <shadow type="math_number">
                    <field name="NUM1">4</field>
                </shadow>
            </value>
            <value name="depthScaleInput">
                <shadow type="math_number">
                    <field name="NUM2">50</field>
                </shadow>
            </value>
            <value name="sideMatInput">
                <shadow type="materialList">
                    <field name="FIELDNAME2"><none></field>
                </shadow>
            </value>
            <value name="frontAndBackMatInput">
                <shadow type="materialList">
                    <field name="FIELDNAME3"><none></field>
                </shadow>
            </value>
            <value name="bevelThicknessInput">
                <shadow type="math_number">
                    <field name="NUM3">5</field>
                </shadow>
            </value>
            <value name="bevelSizeInput">
                <shadow type="math_number">
                    <field name="NUM4">5</field>
                </shadow>
            </value>
            <value name="bevelOffsetInput">
                <shadow type="math_number">
                    <field name="NUM5">0</field>
                </shadow>
            </value>
            <value name="bevelSegmentsInput">
                <shadow type="math_number">
                    <field name="NUM6">5</field>
                </shadow>
            </value>
        </block>
    

    any ideas? will this be fixed with the update as well? same problem maybe?
    :scratch:

    thanks

    #53214

    @gliftek

    You have a typo in the first objectList field. There’s a " symbol missing after "FIELDNAME1 – this breaks the rest of the xml markup.

    Co-founder and lead developer at Soft8Soft.

    #53246
    marinourso
    Participant

    Ciao a Tutti
    volevo segnalare che in console vengono visualizzati errori riferiti a procedure che però sono disattivate

    Attachments:
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    #53249

    @marinourso reproducing this bug on our side, will look into!

    Chief 3D Verger | LinkedIn | Twitter

    #53266
    kdv77kdv
    Participant

    Texture compression is intended to reduce video memory footprint

    agree, it works
    .ktx2 vs .jpg

    one more problem: the picture in 4.0.0 looks foggy and faded. in 3.9.1 colors looked more rich (just compare two pictures below)… is it really necessary to activate ToneMapping when activating MSAA x16?

    visually it seems that the HDR rendering is active by default (AA "Auto") regardless of the option "Use HDR rendering" and colors look normal, but when any of post-processing methods turns active (AA "MSAA x16", for example), the HDR rendering turns on/off according to this option :scratch:

    p.s. ToneMapping can be deactivated and the colors will be nearly the same they were in 3.9.1…
    app.postprocessing.toneMapPass.material.toneMapped = false;
    or the app should be re-exported with “Use HDR Rendering” option. this also helps…

    Attachments:
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    #53274
    GLiFTeK
    Customer

    @gliftek

    You have a typo in the first objectList field. There’s a " symbol missing after "FIELDNAME1 – this breaks the rest of the xml markup.

    hi ivan,
    sorry yeah that was a typo that was js tthere from me pasting here and messing up while pasting.
    the original source i copied from is this:

    
    <value name="objInput">
                <shadow type="objectList">
                    <field name="FIELDNAME1"><none></field>
                </shadow>
            </value>
    

    where the none brackets are obviously & l t ; and & g t ; with no spaces (BBCode processes it)

    and i still get the same issue.
    also i’ve tried without the none material and still same.
    :wacko:

    • This reply was modified 1 week, 1 day ago by GLiFTeK.
    • This reply was modified 1 week, 1 day ago by GLiFTeK.
    #53308
    kdv77kdv
    Participant

    switching between rendering off/rendering on looks strange )))
    https://v3d.net/8ll
    re-exporting with “Use HDR Rendering” checked removes this flickering effect…

    #53349
    kdv77kdv
    Participant

    why some materials are created twice or more?


    3.6.1 doesn’t have this issue…

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