- 2020-07-03 at 12:35 pm #29619
I have made a VR (WebXR) version of my Vehicle Fantasy. I had to change quite a few things.
HTML elements can not be used for interactions in VR, the camera works in quite a different manner, textures had to be halved in size and so on. But after some struggling, I managed to get something acceptable. Mind you, I only have an iPhone 5/SE, a cheap Shinecon VR viewer, and I could test with the WebXR emulator extension on Chrome. Not ideal, but you have to start somewhere.
I somehow got everything working as intended with the following exceptions:
- The Set Timer puzzle doesn’t seem to work. I probably missed something but couldn’t find what I missed in the user manual. I also couldn’t find any example project using this puzzle. Now actions start when unintentionally hovering over something. I want things only to happen when hovering long enough (about 3 seconds) over something.
- b. When changing views, the view changes but the IBL lighting stops working. I used the medium quality IBL rendering because the app would crash if I used high-quality IBL rendering.
I have included a screenshot of my timer Puzzle setup.
I’m curious how things work on an Oculus Quest or so. (At the moment I just can’t afford to buy one.) Feedback is welcome.
- This topic was modified 3 months, 2 weeks ago by illussimo.
Attachments:You must be logged in to view attached files.2020-07-03 at 1:37 pm #29625tidlybitLicensee
I have an HTC vive with controllers, in which you basically aim a laser pointer(ray) from your hand controller over your buttons/text.
Experience issues: Yes, the timing is almost immediate with your text hover and they quickly change the background. Then a couple seconds later change to another third background. So I agree something may be off with the SetTimer. I made my own vr project and found that clicking the buttons(objects) to be most effective trigger for me. Like your door for example in order to Enter.
What I like: 1)I love your entrance transition, and the inside of the vehicle. 2) It looked great in VR. 3)Lovely backgrounds. 4)great modeling and animations.
My(selfish)wishlist: I love it, but want it to fly like the Santa sleigh example, or better yet a choosable destination from the cockpit controls. I’ve done similar tests, and If you parent your ship to the camera, you can just animate your camera/ship around with the tween camera puzzle. I know you don’t have an Oculus ( that would be my first choice) so testing all this must be a pain. Good luck
regards, Rick2020-07-03 at 2:28 pm #29628
Thank you so much for this feedback. I would like to make the vehicle walk around and add more flying (or diving experiences like you suggested and like the inspiring Heli Ride by Al Sande. It would be nice if movements could be controlled with the control stick in the vehicle and have the gauges animate accordingly. I might have a go at that in a while. I have to find my way through too many ideas and projects. Sounds, familiar?
By the way, did the IBL lighting work when the background changed?2020-07-03 at 5:04 pm #29630tidlybitLicensee
Sorry, no it did not.2020-07-03 at 9:17 pm #29633
Thanks for letting me know. Hope I will get some help soon.2020-07-04 at 12:52 pm #29637Al SandeLicensee
Thank you so much for this feedback. I would like to make the vehicle walk around and add more flying (or diving experiences like you suggested and like the inspiring Heli Ride by Al Sande. It would be nice if movements could be controlled with the control stick in the vehicle and have the gauges animate accordingly.
I haven’t tried controlling animations with puzzles yet (mine just run out of the box) but it would be cool to make a “simulator” that one could control a bit more. I wonder if it would be possible to do a base animation (where the model’s empty follows a base path) with minor movements triggered by other animations. Actually, might this be possible with multiple empties, each animated a bit differently but all parented to the “base” path/empty? Hmmm……
Anything I can contribute from my experiences and/or failures let me know (although I think you’re into this a lot deeper than me!)
Al2020-07-05 at 4:03 pm #29688
See my answer to your questions in my former (non-VR version) post.
Simone2020-07-06 at 9:13 pm #29740
I would love to publish my VR app but can’t solve the 2 issues mentioned at the start of this post.
Yuri, Mikhael, Alex or Ivan, please, Help!2020-07-08 at 8:56 am #29809
Thank you for your work on creating this awesome VR experience!
1. The timer your register in the hover event should be explicitly deleted by remove timer when you hover out of your object. If not, it will trigger when you don’t expect it to happen.
2. Does the switch environment work when you use PMREM quality with reduced cubemap size (e.g 256)?2020-07-08 at 10:49 pm #29852
Hello Alex, Thanks for your answer.
I have now implemented the remove timer in my hover out actions and now the timer works.
Unfortunately reducing the cube-map size to 256 didn’t help. When not in VR mode it works fine but in VR mode IBL turns off after changing the scene.
Updating the app to Blender 2.83.1 with V3D 3.2. didn’t help to solve the IBL lighting issue.
Might it be a limitation of WebXR or a bug?
I have most timers set to 3 seconds but maybe that is too long.
It would be great if you could test it out. I only have my simple “cardboard” setup.
Vehicle Fantasy VR version
2020-07-09 at 6:43 am #29865
- This reply was modified 3 months, 2 weeks ago by illussimo.
Glad you resolved the hover issue! I’ve checked your demo on Oculus Quest and the environment changes just fine.
It’s possible there is some memory issue. How did you implement environment switching? Is it replacing one texture by another? I’ve found you use 4K environment. This map alone may occupy up to 180 MB of combined (GPU+CPU) memory.2020-07-09 at 1:12 pm #29886
Thanks for testing this,
On my iPhone5-SE/Cardboard setup and WebXR emulator, the environment-sphere changes just fine. (small delay on iPhone). Only the IBL lighting is turned off after switching scenes.
I have used 512×256 HDR images for the IBL lighting, used the Medium IBL lighting option in the Verge3D render settings and, as you suggested, reduced Cubemap from 512 to 256.
I use 2 4K textures for the environment spheres. Each has 2 equirectangular images in jpg. By reducing the size to 2K I would lose too much detail. I also think that this might not be the bottleneck.
I tried both techniques: replacing the HDR images and, my favourite way, by building a node-tree with mix shaders, switching mix values in Puzzles.
Both with the same result.
Switching IBL lighting might be problematic on non-high-end VR viewers.
I have attached screenshots of memory-maps. (memory usage seems quite okay.)
It would be nice to get to the bottom of this, maybe, general issue.
Hope this is useful info.
Attachments:You must be logged in to view attached files.2020-07-22 at 8:51 pm #30487
I have updated the VR version of my Vehicle Fantasy to Verge3D 3.3 pre2 in the hope that the IBL lighting issue when changing scenes, would be resolved.
But the issue remains.
Could you please look into this issue. (I have included screenshots in the above post.)
Thanks in advance,
Simone2020-07-23 at 2:46 pm #305352020-08-18 at 3:17 pm #31697
I have sent the zip file to Yuri. It is a simpler setup for testing purposes.
It still has the problem (in VR mode).
Play around with it and see if you can find out what’s going on.
I think it must be something with IBL lighting purely.
Maybe it has something yo do with Polyfill when it overrides the WebXR API.
You wrote that everything works well with Oculus Quest but I hope you will get IBL light switching working on more simple devices as well. I think this will be important for many more Verge3D users.
All the best,
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