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Monokultur-Studio

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Viewing 15 posts - 1 through 15 (of 18 total)
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  • in reply to: Material Change Problem: Verge 4.5.0-pre2 #67686

    Thank you very much!! That solved the problem. :good:

    This is very essential to know when using that function with objects that use multiple uv maps.

    in reply to: Custom Split Normals not working – how to? #60091

    This file for example.

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    in reply to: Custom Split Normals not working – how to? #60087

    This file for example: directly imported it looks fine in blender.

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    in reply to: Custom Split Normals not working – how to? #60085

    To close this thread: Once I applied the DataTransfer modifier everything worked from this point forward.

    It must have something to do with my obj-files. When iported, blender shows the correct shading with custom normals. In verge3D they do not work… Only after my complicated workflow. Very strange. Other objects with custom normals work directly as intended. Thanks to everyone for their help! :good:

    in reply to: Custom Split Normals not working – how to? #59651

    They supported aleady from the day they was added to Blender. All custom normals will works fine in Verge3D – we have a lot of demos with split custom normals on some objects.

    Yes they do work – but only with this duplicate-modifier workflow. If I have a model with custom split normals and just directly export to verge, they do not work. It least not in my tests. :scratch:

    in reply to: Custom Split Normals not working – how to? #59648

    The Wheighted normal modifier won’t create custom split normals data if this option is disabled. If you disable this option after adding custom split normals they won’t be applied in Blender and won’t be exported to glTF.

    Well you need to use the DataTransfer modifier, not the WeightedNormal. And yes as I said, I checked that box. But: I already had that. I had to uncheck it, enable smooth shading again (it already was) und then check that box again. Now it works.

    Unfortunally, animation of modifiers not supported and seems no change for this in near future.

    Animating values inside the modifiers will not work because they will be baked (well at least for now). So that is obvious! :yes: ;-)
    What I meant was animating the object itself with the DataTransfer modifier on it. That is what I am doing. And I have to parent the source-mesh to the export-mesh, otherwise on export the modifier will not be baked correctly into the gltf-file.

    So my question remains: Will there be native custom split normals support in verge3d sometime in the future? And by that I mean: Custom normals work in blender (and other 3d apps) without any modifiers. In Blender you have your 3D-model, create or import the custom normals -> smooth shading -> activate auto smooth: Done.
    For them to also work in verge you need to duplicate your model, delete the custom normals on this 3d-model and then re-apply them via the DataTransfer modifier from the other duplicate (used as source inside the modifier) that still has the custom normals.

    Custom normals are widely used in the gaming industry -so realtime applications like verge- so being able to use them without this duplicate-modifier-pipeline would be very useful! :good: :)

    in reply to: Custom Split Normals not working – how to? #59615

    I just fixed it. All I needed to do was apply smooth-shading once more and tick the auto smooth checkbox on the export-mesh. Now everything works. :yahoo:

    BUT: Why this “complicated” procedure? And what do we do when we want to animate these objects. Parent the source-mesh with custom normals to the export-mesh to not break the modifier? Thats not very practical…

    Is there a way to make custom normals work natively on export? Those are very common in game engines so it would be nice if you could use them “natively” in verge3D. :good:

    in reply to: After update to 4.0: Puzzles have no effect #53139

    No problem. Here are the links:

    This is the app with Verge 3.9:
    http://www.suedsauerlandmuseum.de/bieketurm

    This with 4.0 and nothing changed, just updated and saved puzzles:
    https://v3d.net/8g5

    Thanks for the fast replies! :good:

    in reply to: After update to 4.0: Puzzles have no effect #53133

    This is the output from the browser console:

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    Yes with Android everything works as expected.

    Soooo after hours of reseach I found out that you CANT open WebXR AR-Apps on iOs through iframe at the moment. When I get rid of the iframe and put my UI inside the main-html-file than it works…

    This ist very essential to know for everyone who wants to develop Web-AR with Apple hardware. In short: Its pretty much impossible at the moment. Even with dedicated apps like XRViewer… :negative:

    Thanks Yuri for looking into my project files to look for the error :good: Next time i will develop directly on Android.

    Yes the stock demo works with XRViewer.
    I upload the project to the soft8soft servers. So https is enabled.

    I even started a new verge project, re-exported my model and rewrote large parts of the puzzles to make shure that no old code is doing any harm. Still no AR-detection.

    Hi Yuri,

    yes the render issues are gone now! :good:

    But AR still does not get detected in my app with XRViewer. A few weeks ago it still worked. I already deleted the puzzles for USDZ generation, so this can’t be the problem.

    In the screenshots you see all my AR-related puzzles.

    First I check if AR is available, then set the variable to true, then I set my html element with my AR button to “block” if true. But the button stays invisible.

    Is the iframe a problem? I made the gui with webflow and added this:

    allow="xr-spatial-tracking"

    to the iframe code.

    Under this link you can find my project file.

    I really dont know where my error is. :wacko:

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    I tested the AR-Demoproject with the XRViewer and a couple of AR demos I found on google and all of them work. There are no render issues and the ar mode gets detected correctly. But I use the same puzzles as the ar-verge-demo. So I‘m absolutely clueless where the error comes from.

    Hi Yuri,

    thanks, that explains a lot! :good:
    But now Safari asks me if I want to download the file: AR.usdz.xml and really just downloads it. And it can’t be opened because iOs thinks that it is an xml file and not a usdz file.

    I am using Verge4.0 pre4 with compressed textures. Maybe this is a bug in the current pre4?

    That was it! THANK YOU! :yahoo: :heart:

    Always the little things…

Viewing 15 posts - 1 through 15 (of 18 total)