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Mikhail LuzyaninStaff
it’s a z-fighting. Remove faces under that black faces, or try to increase near clippimng of the caera and decrease far clipping of he camera.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffYes, the main reason is lights with shadows.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffYou need to use Normal Bump node before connect image to a Bump input of the material.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffThumb upo for this too
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffYes, HDRI has influence on the scene.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffTHere’s also another method. Blend file in attachement.
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Mikhail LuzyaninStaffIt happens because the origin too far from the bones. Solution is to move origin close to bones or disable Frustrum Culling checkbox on the mesh in a Verge3D settings tab.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffCan you share the example?
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffThey 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.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffWhy 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…
Unfortunally, animation of modifiers not supported and seems no change for this in near future.
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.
What do you mean natevely, it wont work in Blender too if you do not activate Auto Smooth on model too. All you need is to activate Smooth Model on model. If you use Modifier to modify a mesh you need to manually apply it before export and it will work exactly as in BLender if you won’t apply it manually you need to check Bake Midifier so the enigne will do it for you. Nothing to add here.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffSet Bake Modifyers in Verge3D settings of Render tab.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffYou can use common css animation or use Animation Param puzzle with Visibility of the object from 0% to 100% and inverse.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffit works fine and fast for me, but you may optimize the model to make it faster, decrease texture size, use compression for models and etc.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffYou need to connect bumpnode to a texture with lines or better create a normal map and increase ruoughness.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffIt’s not supported. Just use Mapping node.
Co-founder and lead graphics specialist at Soft8Soft.
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