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jezuk

Forum Replies Created

Viewing 15 posts - 31 through 45 (of 100 total)
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  • in reply to: Photometric lighting doesn’t work? #45338
    jezuk
    Customer

    Okay, I’ve learned that emailing for such support is for Enterprise customers only, so attached here is the scene;

    in reply to: Photometric lighting doesn’t work? #45334
    jezuk
    Customer

    Okay, I have sent the files to info@ and yuri@ (I couldn’t find any email on your website for support), it is 10Mb big (one exr file I didn’t include because it was too big and so the email got rejected first time, but I don’t think you need it anyway).

    Many thanks.

    in reply to: Photometric lighting doesn’t work? #45331
    jezuk
    Customer

    Mihkail,

    I want to send in an email with this scene.

    Please can you provide me with your email address.

    Thank you.

    in reply to: Photometric lighting doesn’t work? #45330
    jezuk
    Customer

    Hi Mikhail,

    It is a VERY simple scene, one piece of architrave / skirting and I’ve now added a few teapots into the scene (to help diagnose what’s happening).

    All my objects will come out completely unilluminated (100% black) if I do NOT have a Environment Map as a light source (and have these photometric lights only).

    I have 6 Photometric lights in my scene (again, I’m just testing….), and had to put very high intensity values to illuminate my scene, and yes they are visible in the Sneak Peak….but NOT when Exporting (if I add an environment map, they are not visible in the reflections).

    Also, with my 5 teapots surrounding my simple piece of Physical material (glossy paint), you do not see them in the reflections. I changed the wood material to polished gold and you still cannot see the teapots in the reflections……

    And finally…..

    The export settings – AO, Shadows, they do nothing at all for me. How are these settings meant to be used ?

    Again, AO and Shadows, these work in the Sneak Peak, but NOT when I export them.

    Frustrated :(

    in reply to: Vray ((again)) #45263
    jezuk
    Customer

    answered here

    Verge3d for 3ds max errors when exporting

    <iframe class=”wp-embedded-content” sandbox=”allow-scripts” security=”restricted” style=”position: absolute; clip: rect(1px, 1px, 1px, 1px);” title=”“Verge3d for 3ds max errors when exporting” — Soft8Soft” src=”https://www.soft8soft.com/topic/verge3d-for-3ds-max-errors-when-exporting/embed/#?secret=8PHdFz2CF4&#8243; data-secret=”8PHdFz2CF4″ width=”600″ height=”338″ frameborder=”0″ marginwidth=”0″ marginheight=”0″ scrolling=”no”></iframe>

    Quoting Jamie “Also,3ds max photometric light and shadows doesn’t work when exported to verge3d.”….

    I have this exact same problem.

    Does this actually work?

    I have a simple (like this scene cannot be any simpler, a simple one piece of wood profile, extruded).

    It seems to me that Verge3D only works for an Environment Map type lighting.

    I cannot get photometric lighting to work when exported to verge3D.

    What am I missing here?

    I have just three photometric lights, and nothing in the environment map slot. (is an environment map obligatory?).

    When I export my scene and upload, my object is in total darkness.

    There is nothing written in the manual to say if there are any special settings needed for photometric lights.

    (in case you’re wondering, if I do add an enviroment map, then I get environment lighting only, no photometric lighting).

    Can someone please help me?

    Jamie, did you find your solution?

    Many thanks to you all :)

    jezuk
    Customer

    Hi Xeon,

    And thank you for such an indepth response – I really appreciate the time you’ve taken to do that.

    I’m a beginner here.. and whilst I can / do understand your response, I’m new to texture baking.

    Does AO and shadows have to be baked into the textures?

    How do I do that?

    I can/do look at the Verge3D manuals but I see nothing about that.

    I’m guessing at this stage, that that’s the issue here, I’m not baking these into the shaders….

    jezuk
    Customer

    Just wanted to thank you again Vern, for your suggestion late yesterday, regarding using the names of the objects, that worked *perfectly* for me and now I have a really robust puzzle that is only a few lines long (with no if/then/else/dos at all) and it will solve 100’s or 1000’s of products, no problem with no further tweaking necessary!

    So, many, many thanks to you :good: . If it wasn’t for your suggestion, my playing with Verge3D would probably have gotten shelved yet again, for yet another year.

    Cheers :yahoo:

    jezuk
    Customer

    Actually, I solved my puzzle with a really nice solution, without deep nested If/then/else, so I’m all good. :yahoo:

    in reply to: How can I use a Radio Button Selector in Puzzles? #45030
    jezuk
    Customer

    Okay, I solved it :)

    I used the Get Prop from elem “get event property ‘target.value'” :)

    Yay :)

    jezuk
    Customer

    Hi Vern,

    Yes, I saw your post, thank you so much.

    I’m going to give that a try tomorrow :)

    I’ll let you know how I get on :)

    Once again, thanks for all your help – it was very much appreciated.

    in reply to: How to use 3D procedural maps in Verge3D #44947
    jezuk
    Customer

    Oh man, I was soooo looking forward to using Procedural Wood in 3DS Max for my Verge3D project :(

    jezuk
    Customer

    Hi Vern,

    You don’t know how much I appreciate your help :)

    My objects are logically named, so for example;

    001_01
    001_02
    001_03

    Etc etc.

    Unfortunately, because Verge3D doesn’t support Multi/Sub-Object materials, and each of my objects has 2 materials, I have had to break the (very simple) mesh for each object so that there are ‘end’ meshes.

    So…. I mean, that for 001_01, there is a corresponding 001_01_Ends, 001_02 (an 001_02_Ends) etc etc.

    If Verge3D supported Multi/Sub-Object materials, life would be sooooooooooo much easier :)

    Also, I have a switch in my interface which I’d like users to be allowed to swap materials to see what the object looks like in other finishes. I’ve managed to do this, but I reckon, once I learn of your more efficient way of coding this, I’m kind of hopeful that I’ll also be able to apply the same kind of coding approach to that area as well :)

    Many thanks for your help :)

    jezuk
    Customer

    You’re a star Vern.

    There’s only one ‘big’ problem……

    With a 100 coded products, this will get very unwieldy…..

    To do that, I’ll need a ultra nested If, Then, Else statement (been there before with Excel, I know this won’t work because it’s very, very easy to make a mistake and incredibly difficult to debug, I’ve been there……).

    The solution is that software needs a Select statement in the Logic section of Puzzles.

    If I’ve got a 100 codes, and it can only be any one of these 100 codes, I just want a ‘Select’ statement so that I can test;

    Select (‘Profile’);
    When (“200”) do this….
    When (“203”) do this…..
    etc
    etc
    End Select;
    ….

    I’ve seen these in other packages, like I say, Excel, is very clunky because of this….

    Dang!

    jezuk
    Customer

    We typed at the same time Vern, so I’ve changed it to input :)

    Many, many thanks, I’m sooooo chuffed that this is working! (thanks to you!)

    jezuk
    Customer

    I’ve put my If test into an “On Event of” and selected the “mouseleave”……

    Seems to be working :)

    Yay!

Viewing 15 posts - 31 through 45 (of 100 total)