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Verge3D 4.2 for Blender is out!

Home Forums Official Announcements Verge3D 4.2 for Blender is out!

Viewing 15 posts - 1 through 15 (of 18 total)
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  • #58610

    Verge3D 4.2 for Blender brings mobile-friendly first-person controls, 3D view on demand in WooCommerce, map range and connector puzzles and 2 new demos. :yahoo:

    https://v3d.net/d00

    Chief 3D Verger | LinkedIn | Twitter

    #58618
    kdv
    Participant

    Crashing of materials with planar reflections, which caused objects to disappear from the rendering.

    does it mean that reflection planes, added in Blender, will work with MeshStandardMaterials without multiple shader errors?

    #58619

    yes it should work now!

    Chief 3D Verger | LinkedIn | Twitter

    #58620
    kdv
    Participant

    And what about reflection planes, working with AA Auto and PP off?

    Looks like the problem is still here )))

    Terrible lags and doubled amount of materials and shaders


    AA MSAA16 and PP on. Works fine, no lags. Lower FPS on mobile devices.


    AA Auto and PP off. Works bad with lags. FPS is higher when it’s not lagging.
    https://v3d.net/cfr

    Verge3D apps should be as fast as a bullet and work like this https://v3d.net/ctv, but they are slow and laggy :scratch:

    #58643
    xeon
    Customer

    Any update on when alpha premultiply will be available? We were hoping for a 4.2 release.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com

    #58667

    Hi, it should work starting from this release. See demo attached.

    There is also an issue in Blender EEVEE, which renders some textures with alpha incorrectly, perhaps it’s same case as yours.

    Attachments:
    You must be logged in to view attached files.

    Verge3D’s Tech Chief
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    #58673

    And what about reflection planes, working with AA Auto and PP off?

    Looks like the problem is still here )))

    Terrible lags and doubled amount of materials and shaders

    It appears the problem is gone and why it’s rendered so slow. Basically, you have 3x times more render calls you have on the other scene which uses MeshStandardMaterial. This is due to 2 additional reflection planes rendered there. To optimize use the Visibility Collection property and place as few reflective objects as possible there.

    Regarding shaders, you have the node-based system with many material variations on the first scene and dull, one-size-fits-all gltf-compatible shader on the second. Also, in some cases objects rendered in reflection planes require another shader which can double the total amount.

    Verge3D’s Tech Chief
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    #58688
    kdv
    Participant

    Also, in some cases objects rendered in reflection planes require another shader which can double the total amount.

    but why this doesn’t happen when the post-processing is on? No lags when PP is on. The same geometry, the same node shaders.

    This is due to 2 additional reflection planes rendered there.

    they are not even rendered in the begining. they are hidden and probeClipStart is set to 100. they are not rendered and they see no geometry. and again, no issue when PP is on. They dont’t even affect the frame time value and the amount of tris rendered when PP is on. They are off. I agree to use cubes instedad of planes but they are created and updated tooooo long when PP is off. The main problem is the difference between PP on (smooth, no lags, but slow) and PP off (faster, laggy) when reflection probes are in the scene. No probes – no problem ))) But I need them in that project…

    Regarding shaders, you have the node-based system with many material variations on the first scene and dull, one-size-fits-all gltf-compatible shader on the second

    don’t compare those apps by shaders (I know that they are different, but I made them look identically). Just compare the load time and fps on mobile platforms. It was just an example.

    #58696
    kdv
    Participant

    Two examples: no difference in geometry and shaders at all, the scenes are the same. The only difference is in one export option: Anti-Aliasing MSAA16 activates the post-processing, adding two additional passes. Anti-Aliasing Auto doesn’t do it but still provides a good anti-aliasing (preferred).

    Works smoothly with two additional PP passes.
    https://v3d.net/d1c

    Lags and freezes, only one main render pass.
    https://v3d.net/cfr

    #58710

    Could you please share an example so we can try to reproduce this issue?

    Verge3D’s Tech Chief
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    #58713
    kdv
    Participant

    Feel free to investigate this app )))
    https://drive.google.com/file/d/1YWgxv1o-yi5-2ZKzVmas75G_MevLYdOj/view?usp=sharing

    Reflection cubes are also not friendly with AA Auto and PP off. It take too much time to create and update them. With PP on there is no such problem, like with reflection planes.

    #59461
    menschmueller
    Customer

    What’s wrong with verge3d 4.2 and Mac?
    I just renewed my licence before Christmas and applications opened in Safari browser 14.1(Mojave), and I couldn’t move camera in scenes. Never noticed such a laggy performance in 3…
    It appeared that Verge3D in Safari(Mac) can’t be used at all. Follow path example updated the train nearly every 2 seconds, the train is just jumping to the new location. On my (very old) iPhone SE all is just more more fluid. It is even working normally in Google Chrome(106.0.5249.119).
    Is it necessary to downgrade to 3…
    Michael

    #59462

    opened in Safari browser 14.1(Mojave)

    Hi, is it possible you enabled WebGL 2.0 in this browser? 2.0 is known to work very badly in Safari 14. Use this guide to reset experimental features to their default values.

    Verge3D’s Tech Chief
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    #59464
    menschmueller
    Customer

    Hi,
    No change! It´s behaving like before. Verge3d app is completely freezing Safari14 on desktop(Mojave). Trying to change viewport lags behind 10 seconds and shows three stages spaced out in 30 seconds. Spinning wheel of death when trying to access menu of Safari.
    Completely different in Chrome.

    #59466

    Unfortunately we don’t have configuration like that. Checked Safari 13 on High Sierra and appears to be working just fine (it’s also OK on new hardware with Safari 15/16). Can you please provide content of the Safari console as well as some hardware specs?

    Verge3D’s Tech Chief
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