We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

saranjivac

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 15 total)
  • Author
    Posts
  • in reply to: How to make annotation text box always visible? #60897
    saranjivac
    Customer

    I think I will format the initial annotation box to be closer to the text box instead. Something like this.

    I will have to adjust the hight depending on the individual annotation amount of text but oh well.

    Attachments:
    You must be logged in to view attached files.
    in reply to: How to make annotation text box always visible? #60887
    saranjivac
    Customer

    How do I do that?

    Or rather, how do I link it to follow the 3D object around the scene.

    in reply to: How to make annotation text box always visible? #60883
    saranjivac
    Customer

    I tried this, but doesn’t work unfortunately even tho it looks like it should to me.

    The annotation is shown but the text box isn’t.

    Attachments:
    You must be logged in to view attached files.
    saranjivac
    Customer

    I figured it out, this seems to work, and explains why the variables weren’t HTML elements.

    Attachments:
    You must be logged in to view attached files.
    in reply to: Verge3D 4.2 pre2 available! #57079
    saranjivac
    Customer

    The woocommerce wordpress plugin does not seem to work on mobile on your fidget spinner demo.

    Do you have plans to implement this feature?

    I was more then half way into a project when I realized this, and over 90% of the users view websites from their phones these days.

    in reply to: Need Help with Verge3D and WooCommerce #55757
    saranjivac
    Customer

    Hi, I have a question regarding WooCommerce.

    Is there a way to forward the user selection with puzzles without using the woocommerce UI?

    So I would like to create my own custom UI, and forward what the user selected to woocommerce so it can determine the price etc.

    In the fidget spinner YT video, the ugly dropdown menu from woocommerce was used which I am trying to avoid.

    saranjivac
    Customer

    You would have to use the ‘Send Data’ puzzle to make a request from the Webflow API, and in the ‘once ready’ slot have some way of interpreting the response using the ‘Loaded Data’ puzzle, but that is just a starting point. Frankly if you figure it out I’d love to see how you do it.

    Thanks for the reply, that’s a starting point at least. I just wish stuff like this was made easier in Verge3D instead of focusing on new features that most of us will never use.

    There is so many ideas I have for Verge3D but most of the times I just end up hitting walls and having to do a poor man’s workarounds, or just scrap the idea all together.

    saranjivac
    Customer

    Nobody came across this issue before?

    Isn’t it kind of standard to read/load different info from a database depending on where the user clicked?

    in reply to: Organize texture files in folders #38929
    saranjivac
    Customer

    Since I am now running into the same issue, here is a suggestion for some future version of Verge3D.

    Perhaps on the export screen add a “texture folder” field with a path relative to the .gltf

    Export screen

    That way the user can pick the same folder for multiple .gltf files and thus use the same textures without the need to do anything in puzzles.

    Something like standard .gltf 2.0 export addon has.

    gltf 2.0 export screen

    Attachments:
    You must be logged in to view attached files.
    in reply to: Verge3D 3.6 for Blender is out! #38630
    saranjivac
    Customer

    @saranjivac

    The effect should be clearly visible even within [0-1] range. Are you sure you properly updated the engine?
    As for sheen values > 1, we’ll support them in the upcoming bugfix release 3.6.1 (coming later this week).

    I have tried creating a fresh new app Sheen is 0, 1, 10 respectively from left to right. I also checked the plugin version within blender (shows 3.6.0).

    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:8d1d57ebcd/applications/Sheen%20test/Sheen%20test.html

    P.S. I am using a stable 2.90 version of blender but that shouldn’t be an issue should it?

    in reply to: Verge3D 3.6 for Blender is out! #38619
    saranjivac
    Customer

    Are you sure you properly updated the engine?

    It was the first time I updated a working app, I installed the new version of verge3D for blender in the same location (over the old one), and once in the app management section I pressed the update icon.

    After that I opened the same .blend file, added sheen and exported .gltf

    I guess I could try creating a fresh application. There is one thing (a feature request) that I have been meaning to ask, some sort of Copy-Paste between the applications would be really helpful.

    in reply to: Verge3D 3.6 for Blender is out! #38539
    saranjivac
    Customer

    Hi, really love that sheen has hit the update list but I am having trouble getting it to work.

    Is it supposed to be 0-1 value only? 1 value is usually really low in blender and even tho the slider goes only to 1, you can manually type in higher values like 3 (works great usually) or 10 (exaggerated) for example.

    I have upgraded to 3.6.0 up from 3.4.0 and also updated app I am working on and seem to be getting no results whatsoever.

    Here are some screenshots.

    Edit: I have started a separate topic for this but can’t seem to find the option to delete this post.

    Attachments:
    You must be logged in to view attached files.
    in reply to: Pixelation and moiré in procedural texture #37917
    saranjivac
    Customer

    UPDATE:

    Ok after some testing, I found out the reason and the solution.

    Reason: As the material using the normal map input was not my first material that loaded with the model, once I tried to switch to a material that uses the normal map slot it “didn’t know where to connect the normal map”.

    Solution: Even if you don’t use the normal map channel on some material (especially if the model initially loads with it) it is best to simply plug in an empty Normal Map node with 1 strength. That way once the switch is made the three.js knows where to “plug the normal map in”.

    I am guessing that all other texture sockets in the Principled BSDF shader work the same way.

    Attachments:
    You must be logged in to view attached files.
    in reply to: Pixelation and moiré in procedural texture #37911
    saranjivac
    Customer

    Hello, I have a similar issue (scr1) using a tileable normal texture as bump but when I try the same solution (scr3) it produces a completely black shader (scr4) :wacko: .

    Any ideas, other then baking the texture? (I really need to save the on texture space as it will be a very large product configurator app).

    I also have some severe moiré issues (scr5), on the color part of things, so any help would mean a lot.

    Attachments:
    You must be logged in to view attached files.
    saranjivac
    Customer

    Hi Mikhail, thank you for your reply, it is really appreciated.

    So you had to make every possible set combination separately?

    I am making a dress shirt configurator, and was thinking about loading different plackets/collars/cuffs etc on user demand.

    So if I want the app to be as responsive as possible, I should make one “default” set, and then place every collar/placket/cuff in a separate .blend and .gltf file? Then on demand hide the current item and load up the new one from its own file?

    How would I go about changing the texture/color of for example cuffs? Can I change all the texture of every cuff at the same time even if they aren’t all loaded up yet?

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