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rhenriques

Forum Replies Created

Viewing 15 posts - 31 through 45 (of 75 total)
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  • in reply to: Error trying to use 2.8 first time #9868
    rhenriques
    Customer

    Your scene was already looking great in Blender 2.8
    I’ve just noticed what your problem was by opening version 2.79. Great that Mikhail nailed it.

    in reply to: Error trying to use 2.8 first time #9846
    rhenriques
    Customer

    Hi tcdoe. I’ll try to open your file later. In my case the experiencing is exactly the opposite. I’m using a macPro with two external Nv 1080 ti and CUDA and both in cycles and evee the experience is awesome. Maybe there’s some option activated there that makes evee in blender look so different from verge 3D final result. In my case I’ve fine tuned everything so things could look similar and they really do. I hope you nail the problem .

    in reply to: Error trying to use 2.8 first time #9769
    rhenriques
    Customer

    Hi,

    rhenriques wrote:
    strange white reflections appear in the sneak peak as if the model had specular on.

    Can you please attach an example file and post here some screenshots?

    Sorry Yuri. Just saw your message now. It’s solved. I did a Post Scriptum in my last message :)

    Verge 3D 2.9.1 it’s working flawlessly in Blender 2.8. We just have to tweak a few things in the materials. Considering the prototype stage of some of my projects, I’m considering seriously to use only Blender 2.8 from now on. It’s stable enough and it’s A LOT more logical than version 2.79, mainly the user interface. From someone that came from Maya or Cinema 4D (or almost any other 3D package beyond Lightwave), Blender 2.8 is a lot more easier to use than the last version. I have experience in lots of 3D packages and I’m one of those that needed to use youtube to know how to select an object in Blender the first time I’ve used it for instance!! :) :) :wacko:

    in reply to: Error Using 2.8 Beta on Mac #9718
    rhenriques
    Customer

    Must be some parameter in the hundreds available :( . I had once a similar problem and it was related with some parameter in the material. Try to export the same model without any material to see if the problem remains.

    in reply to: Error Using 2.8 Beta on Mac #9716
    rhenriques
    Customer

    I was having a similar error with a model while exporting verge 3D gtif. Just quit Blender, opened again and the error went away. Probably I was lucky. :scratch:
    I hope you nail that one.

    in reply to: Error trying to use 2.8 first time #9660
    rhenriques
    Customer

    I’ve also tested 2.8 and the textures changed. The 2.8 materials system seems to be different from 2.79. I’ve opened my file and a model with an image texture in 2.79 got white in 2.8. I’m started to get used to it because it seems more logical than 2.79 version (as anything else in 2.8).
    The strangest thing is that I have a rock texture and, even with all settings to zero despite the color texture as image, strange white reflections appear in the sneak peak as if the model had specular on.

    PS: Finally got it. The surface must be Difuse BSDF instead of the default “Principled BSDF” :wacko:

    in reply to: We released Verge3D 2.9 for Blender! #9345
    rhenriques
    Customer

    So far so good!

    :good:

    in reply to: Updating Verge3D to new versions – best practices #8613
    rhenriques
    Customer

    Perfect Yuri!

    in reply to: Introducing Pre-release Channel of Updates #8544
    rhenriques
    Customer

    Hi Yuri

    Seems to be a great strategy! The best idea is to have parallel folders for testing, one with the stable version and another with the beta version. The only annoyance is to change the path in Blender->Preferences->File->Scripts for version exchange. But I guess that it’s better to recommend everyone to do so, at least those that want to keep stability but, at the same time, already being able to use new features from the cutting edge (but potentially unstable) versions.

    PS: It would be great to have a Change Log PDF file for each version (including betas). It’s better to decide if a certain feature will be interesting to test.

    in reply to: Local? #8358
    rhenriques
    Customer

    I suppose that Firefox is able to run an app locally (but only Firefox, not Chrome or Safari, etc.). A possible solution is to run through a local server such as “krpano Testing Server.app” (it’s very easy to use and very lightweight – https://krpano.com/tools/ktestingserver/). We always have App Manager itself but has a few more steps and we need to open Blender in Advance. By the way, this reman question is pertinent because we can produce material to be explored via a local multimedia kiosk. Yuri, probably you should consider a lightweight and independant from blender version of the App Manager for these cases. Something like the krpano solution.
    Cheers

    in reply to: Annotations CSS style not changed in 2.8 #8162
    rhenriques
    Customer

    That’s more frightening. I’m going to make a few backups first :)
    Let’s see if it works.
    Thank you!
    Cheers

    Done!!! Worked perfectly! Tested to activate/deactivate fading and it’s now working as expected.
    Thank you so much :good: :good:

    in reply to: Annotations CSS style not changed in 2.8 #8150
    rhenriques
    Customer

    Already emptied the browser cache. No Luck. Modifications must be made in the v3d.js file. If I backup this one and put the 2.7.1 version one it works great. However, of course, cannot use puzzles because the engine is not the same. When I put the new v3d.js file again in place, despite making fading inactive in the init puzzle, fading remains. Already tested in Safari and Chrome after empty the cache.

    PS: Just confirmed that only visual_logic.js and visual_logic.xml are modified by the init puzzle. I guess that the v3d.js, at least, must be patched to better support this feature.

    in reply to: Annotations CSS style not changed in 2.8 #8148
    rhenriques
    Customer

    Hi Yuri

    That was quick!!
    The solution is perfect this way! I’ve already tested in two apps. In one, without HTML interface, works perfectly. However, in my other project with landscape objects, where I have an HTML interface and the app is into an iframe, the fading disable does not work. I don’t know how I can solve this issue. It’s something linked with changes in the v3D.js file not being updated. I change the fading option but it does not have any consequence. I’ve even erased and recreated again the init conditions puzzle.
    Cheers

    in reply to: Annotations CSS style not changed in 2.8 #8134
    rhenriques
    Customer

    Hi Yuri

    Thank you so much for the reply!

    I think the code I suggested won’t work if annotations are added on some condition later, when an app is already initialized and the runCode function is already triggered.

    Is there any way, for now, to avoid this behavior without make a version regression? I’ve replaced the v3d.js file in an online version to maintain the previous behavior meanwhile. But it’s not the most interesting solution. In one of the apps that I have, this new feature behaves perfectly. I guess that it can be fine tuned to be able to be used with more flat landscape objects such as the one I’ve shown.

    I like your idea about making a setting for turning this feature on and off when needed. I think we will make a minor bug fix release with this setting included.

    That would be awesome! Most users are not “hard coding” guys, such as myself. So it’s always a good idea to make these options available using simple solutions. Probably there are other features that could also have such options. Maybe this could be made via a general “Settings” dialogue.
    For now I would like to solve this problem because it’s hard to fine-tune annotations while they are faded :)
    Cheers

    in reply to: Annotations CSS style not changed in 2.8 #8112
    rhenriques
    Customer

    I was testing this new fading feature and I feel that it’s not right. By rotating the model I’ve noticed that it fades annotations even if they are in the front of the model. This is not desirable. Annotations should only fade if they get behind the model, by rotation for instance. In the present form they are fading when they are within the model but in front of it. See the next video with this undesirable effect. In both cases the annotation should always be visible because it’s in the front of the object.

    Cheers

Viewing 15 posts - 31 through 45 (of 75 total)