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jem

Forum Replies Created

Viewing 15 posts - 121 through 135 (of 173 total)
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  • in reply to: Verge3D 2.12 pre2 available! #14763
    jem
    Customer

    Hey Elk,
    Were you able to implement your re-render upon going full screen function? I am experiencing the same behavior. If you have solution, would you mind sharing? Many thanks, Jem.

    Jeremy Wernick

    in reply to: Verge3D 2.12 pre2 available! #14021
    jem
    Customer

    Hi Yuri,
    I tested the antialiasing feature in 2.12 pre2. It really does improve the appearance of most scenes.
    I set up my SSAA puzzles as you described at the beginning of this thread. The antialiasing is only active when the scene is at rest, but I noticed a side-effect. When I attempt to move my resting scene, it hesitates before it moves. The hesitation lasts for about one second. After this time passes, the SSAA disables and the scene moves smoothly as it should.
    I am running on Chrome with an i7 and an Nvidia Quadro so I do not think that this issue is a result of a lack of power.
    Thanks for the great work.

    Jeremy Wernick

    in reply to: Verge3D 2.12 pre2 available! #13923
    jem
    Customer

    Hi,
    I have noticed that that all edges of my meshes are smooth shaded. This occurs even when the edges should be sharp. This makes the objects in the scene look a bit like potatoes (see screen shots).

    I have tested this with both edges that are explicitly marked as sharp and edges that are sharpened with auto-smooth. I have attached a simple project that demonstrates this.

    I observed this issue while using the latest version of Verge3D (2.12 pre2) and Blender (2.80 15 April 2019). I can resolve the issue by falling back to an older build of Blender. The issue does not occur when I use 2.12 pre2 with Blender 20 March 2019 build. I am not sure if the issue is caused by Verge3D or Blender.
    Thank you,
    Jem

    Jeremy Wernick

    in reply to: Exporting only active/visible collections in 2.8 #13553
    jem
    Customer

    As I begin moving from 2.79 to 2.80, I am running across this issue as well. I had been using layers in 2.79 store my high poly models and other scratch work. I do not want to export these meshes. Their data would increase the size of the bin file needlessly. Has a solution been implemented for this?

    If not, what is the recommended workflow? I suppose that I could save the blend file, delete the scratch collections, and export the GLTF. After that, I could restore them blend file. Thanks!

    Jeremy Wernick

    in reply to: Passing arrays as parameters to puzzles #13333
    jem
    Customer

    Yuri,
    That is a great suggestion. I was able to pass a JSON object from the ExternalInterface JavaScript into the puzzles. The “in dict” dictionary puzzle parses the message into values. These values were then stored in local puzzle variables. This works for strings, numbers, and arrays. I will be using this technique in our work.

    For the others on this thread, here is my code and puzzles.

    function prepareExternalInterface(app) {
    	app.ExternalInterface.updateScene = function() {
            var jsonMessage = {"count" : 3, "color":"red", "object_names": ["sphere", "suzanne", "torus"]};
    		app.ExternalInterface.setValues(jsonMessage); 
        }
    }

    Jeremy Wernick

    in reply to: Passing arrays as parameters to puzzles #13144
    jem
    Customer

    Hi scalre, sorry to hijack your question, but I am looking for something similar. I am passing multiple values into the puzzles through a runCode function, but each of those values passes via its own function parameter. This limits the number of values to a fixed quantity. The large number of parameters makes the function declaration inelegant.

    I would rather pass a single JSON string into my custom runCode function and parse that data in the puzzles. The parser would stuff the values from the JSON into block variables and arrays.

    I could write such a parser in JS and call it from a puzzle, but I tried this a few months ago and I could not make it work. As I recall, the problem was variable scoping. My parser script could not reference the variables is the visual_logic.js from the “main_app”.js I should revisit this again. It would be a useful tool.

    Jeremy Wernick

    in reply to: Question about texture budgets #12781
    jem
    Customer

    Assuming that the difference between your 100 materials is the diffuse color or texture, you can use one material and use puzzles to change the diffuse texture on-the-fly. There is a puzzle block called “replace texture” in the materials category.

    This solution scales very well. You do not need a new material for every choice, you just need another jpg or png file.

    Jeremy Wernick

    in reply to: Source Control Tool? #12548
    jem
    Customer

    Gary and Mikhail,
    Thank you for the advice. I was worried about managing the large binary files in a Verge3D project. I did not know that Git LFS existed. I did some reading on this topic this weekend and I will attempt to implement it today. Thanks again.

    Jeremy Wernick

    in reply to: Best Way to use Baked AO Maps? #11900
    jem
    Customer

    Hi Roybell,
    Here is my working example. I hope that it can help you and others out there. I am happy with the result.

    Jeremy Wernick

    in reply to: Custom code addition in Project Manager #11543
    jem
    Customer

    I am in the same situation. That tool would be useful. Thank you.

    Jeremy Wernick

    in reply to: Instancing #10896
    jem
    Customer

    I can confirm that this technique works. I use it in all of my scenes. The resulting .bin file is much smaller. You will save data.

    Jeremy Wernick

    in reply to: Max number of polygons/verticies? #9860
    jem
    Customer

    Maybe this is obvious, but I will state it anyway. When you press the “Sneak Peek” button, the Verge3D plugin builds the .gltf and .bin files before it loads those files into the browser. This build can take a long time. This build time will depend on the size of your scene and the speed of your CPU.

    Like you, I also have some high poly scenes and they do take some time to preview after I press the sneak peek button. Your end users will not experience this same lag because they will pull static gltf/bin files from your web server (rather than generated on-the-fly from Blender or 3DS).

    …plus, do everything that Mikhail said to do and you should be in good shape.

    Jeremy Wernick

    in reply to: Texture Not Visible #9704
    jem
    Customer

    For what it is worth, I have experienced this missing texture issue as well. I have only seen it this issue when testing on Chrome OS (a Chromebook and a Chromebase). One device was running a modern Intel M3 with integrated graphics. The other was running a very old Celeron. I will get some better data and post to this thread.

    Jeremy Wernick

    in reply to: Verge 3D PBR – How can use it #9609
    jem
    Customer

    Hi Mikhail,
    I was wondering about this this subject too. The Verge 3D documentation says to use the Verge 3D PBR shader “If your content needs to be compatible with glTF 2.0 standard for some reason (such as for posting your model on Facebook)”
    Is Facebook the only real use case for this shader or are there others? I have no need to support Facebook.

    Jeremy Wernick

    in reply to: We released Verge3D 2.9 for Blender! #9570
    jem
    Customer

    Hi Soft8soft team. I know that I am a little late to this thread, but I must say that Verge3D 2.9 is amazing. I moved a few projects from older builds to 2.9 and the graphics quality improvement is noticeable. This is especially true on shiny or metallic surfaces. Thanks!

    Jeremy Wernick

Viewing 15 posts - 121 through 135 (of 173 total)