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scalare

Forum Replies Created

Viewing 15 posts - 61 through 75 (of 181 total)
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  • in reply to: Verge3D 2.14 pre3 available! #17901
    scalare
    Customer

    Excellent, thank you!!!

    scalare
    Customer

    Thank you! :yahoo:

    in reply to: Anyway to limit pan values? #17754
    scalare
    Customer

    Is there a way to prevent panning in the new 2.14.1 version?

    Thank you!

    scalare
    Customer

    Ah, yes. You can set the first parameter using a material that is not variable, and then change the material name with a variable. The first parameter will turn red, but it will work for textures too. But since we needed everything to be completely variable, it would not work for us.

    Thanks for sharing!

    scalare
    Customer

    Hi d3pixel!

    Unfortunately, I had the same issue with the replace_texture puzzle. You can actually set the material as a variable, but if you do, you cannot refer to a texture name present in that material. Here is my thread: https://www.soft8soft.com/topic/replace-texture-puzzle-with-dynamic-texture-name-not-texture-file-name/

    Temporarily, we’re modifying the corresponding visual_logic.js function (after generating it when saving in the app manager), to accept a parameter for the texture name. Maybe you can do the same with the value name? Our function goes like this, and it works:

    function change_texture(param0, param1, param2) {
    replaceTexture(param0, param1, param2, function() {});
    }
    appInstance.ExternalInterface[“change_texture”] = change_texture;

    Yuri, will this functionality change be implemented anytime soon? I guess it has to be on both replace_texture and set_value now :)

    Thank you!

    in reply to: Verge3D 2.14 pre1 & pre2 available! #17734
    scalare
    Customer

    WOW! This is great! Keep it up! :)

    in reply to: On/off lights #17491
    scalare
    Customer

    So, I’ve tried a different route with this (I include it here in case it helps someone else). What I did was to have one light in the scene, but set to “Disable in Renders”. That way, when the app is loaded in a mobile device, it is turned off, and we don’t have the issues with IOS. And then, using the “feature available” puzzle, I check for “Mobile Device”. If true, nothing has to be done, but if false (desktop) we use the show puzzle to turn on the light (the even though it is not turned on, it is exported, and we can control it after the app is loaded). So this ends up working like a progressive enhancement. We load the “mobile view” at the start, and if we confirm that the app is being accessed from a desktop computer, we enable additional lights :-D

    in reply to: Weird jagged edges on shadows #17399
    scalare
    Customer

    Thank you, Mikhail. That was what I needed. It is not perfect, but much much better. Good enough for us right now.

    in reply to: Weird jagged edges on shadows #17321
    scalare
    Customer

    Thank you Mikhail! I’ll give it a try. And thank you for clarifying about these parameters, because based on the press release it wasn’t clear which ones were supported.

    in reply to: Weird jagged edges on shadows #17269
    scalare
    Customer

    Hi Mikhail,

    thank you very much for taking the time to capture that video! I’ve checked it, and I can confirm that I can see the same thing as you in both sneak-peek and app-manager now, so I guess the app update in my computer was correct, and also, I assume the light settings are the same as you have indicated.

    However, the “fuzzy jagged edges” for the shadow are still present. I’m sorry, but I don’t find any other way of describing them. I’m attaching a compound image of the two screenshots from my computer (app-manager and sneak-peek). You can see that it looks the same as in your video (at the end of the video, after updating the app, and re-exporting the gltf file). I’ve highlighted in the screenshots what I mean with “fuzzy jagged edges”.

    However, I’d like to see if it is possible to get the shadow closer to what you see inside Eevee, where the shadow is more defined, and it follows the straight boundaries of the bed stringer.

    If you check the start of your video, when you go to the app-manager and check the “older” version of the app (second 0:30), the shadows look correct there. Even your first screenshot at the top of this forum thread looks correct. But after updating the app, they get imprecise. I did not make any changes to the light other than the parameters you told me to (cascades). The previous version was created with an older version of verge3D, which seemed to produce a better shadow map.

    By the way, can you confirm that the setting for the cascade is actually 1024 and not 1?

    I hope I make sense this time. Thank you very much!

    in reply to: Weird jagged edges on shadows #17247
    scalare
    Customer

    OK, I thought you were referring to the “Cascaded Shadow Map” Count parameter for the sun light. After checking the release, I see that you’re talking about the “Cascade Size” parameter in the Render tab. But I don’t see a way to set it to 1, only to multiples of 64. Am I missing something?

    By the way, for speed I’m testing this with sneak peek for now. I also updated the app, but I still see the same as with the sneak peek, but I think that would not be needed to test with sneak peek, right?

    Thank you again, Mikhail!

    in reply to: Weird jagged edges on shadows #17239
    scalare
    Customer

    OK, I’ve tested by updating everything, and I get the same result in both the server and the sneak peek now. However, the result is the fuzzy jagged edges, even when changing the cascades to 1. Am I missing something?

    Also, I’d like to know if ALL the parameters in the lights settings are being taken into account in the latest verge3D version for the shadows, as opposed to previous versions where just some of the lights parameters were working.

    Thank you!

    in reply to: Weird jagged edges on shadows #17217
    scalare
    Customer

    Hi Mikhail,

    thank you for getting back to me. After seeing your screenshot, I realized that I should have said that this was happening when doing a sneak peek. I just compared the exported version and it looks like in your screenshot, but when I do a sneak peek, I see what I’m attaching to this post. It shows some fuzzy jagged edges, but also, completely imprecise.

    I’m using a NVIDIA GeForce GTX 1060, by the way. On Windows 10. Testing with Chrome 75.

    Thank you!

    scalare
    Customer

    Because of how our app is coded, and how it makes several calls to puzzle-based functions in an iterative way to reflect all the changes that have to be done to the 3D viewport based on a product component change, it would not be practical/desirable to have a modified copy of the puzzle function into our app.

    How about the addition of a “raw javascript” puzzle where we could add the modified copy of the function, and have it added to the visual logic file automatically, instead of adding it to the js file manually, which would get overwritten with each new puzzle save in the App manager?

    Thank you!

    in reply to: Verge3D 2.13 pre2 available! #16105
    scalare
    Customer

    That’s great, thank you, Mikhail!

Viewing 15 posts - 61 through 75 (of 181 total)