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illussimo

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Viewing 15 posts - 1 through 15 (of 193 total)
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  • illussimo
    Customer

    Hello kdv,

    just enable rendering for hidden edges with the same color…

    I tried that already but it doesn’t give the desired clean results, that’s why it would be nice if the camera would take backface culling into account again. :yes: It would be nice if we didn’t need to resort to hacks.

    illussimo
    Customer

    Hello Yuri,
    Thank you for your reply. I hoped you could fix these issues, like all the other issues, which were always quickly fixed. I suppose things are getting more complex while adding more features and optimisations.
    Issue 1:

    We indeed made certain changes with how animation is handled and now in some rare cases it requires some hacks. :-( We unfortunately cannot revert these changes since it was important that we make them. Please take see this video on how you can work around this.

    When I bake the object animation, the rotation works just fine, but adjusting an animation afterwards would be tedious. Is it possible to add a button to bake object animation upon export, just like we have for armature animation? It would be so helpful and then we don’t need the hacks.
    Issue 2:

    It’s strange that it worked at all earlier because normally post-processing does not work for objects overlapped by other objects (the environment dome). As a workaround, you can make the dome bigger.

    The outline effect did indeed work when the camera was outside the dome. It didn’t see it as an overlapping object because of backface culling.
    Here, in version 3.9.1 you can see it still works fine
    Now, it doesn’t take backface culling into account anymore. Maybe you could still have a look into this?
    Unfortunately, enlarging the dome will not work for landscape scenes like this. Things get out of proportion. I also tried to make the camera more wide angle and place it within the dome, but then the scene obviously gets too distorted.
    I would love to update my projects to benefit from all the improvements since 3.9.1. Also, to have them work well again on Apple devices.
    At the moment, I’m so busy with other projects that I will wait until 4.6 is out.
    I’m looking forward to this major release! :yes:
    Warm wishes, Simone :bye:

    illussimo
    Customer

    I submitted a *bug report*. Bug reports are meant for the Verge3D team, not for general discussions.
    The team has reproduced the problem some time ago already. The team *knows* what I’m talking about, specifically what an “environment dome” is in this context.

    in reply to: Verge3D 4.6 pre1 available! #70791
    illussimo
    Customer

    Thanks for all the new improvements.
    PWA support is an important new development. It’s a game-changer. :rose:
    I have a request:
    I posted bug reports on this a few times.
    In 3.9.1 (and previous versions) on rollover, the outline effect used to appear without problems when the camera is outside of an environment dome. Since 4.0 and up, the outline effect only appears when the camera is close to the object. I hope you can fix this outline effect issue in 4.6.
    Best wishes, Simone :bye:

    in reply to: Tutorial – How to FAKE Particle System in Verge3D! #67254
    illussimo
    Customer

    Thank you Pavel for your great and inspiring tutorials! :rose:

    in reply to: Verge3D 4.4 pre3 animation and outline issues #67253
    illussimo
    Customer

    There might be a workaround for the last versions, but I hope these 2 issues will be fixed in the upcoming version of Verge3D. As I said, it all worked fine in 3.9.1 and before. It is unfortunate that sometimes things break while working on improvements. Keeping up with the many changes in Blender is also not an easy task. :wacko:
    I hope it can be solved. :scratch:

    in reply to: Verge3D 4.4 pre3 animation and outline issues #66945
    illussimo
    Customer

    Any news on resolving these issues?
    Everything worked fine in version 3.9.1. The object animation didn’t need to be pre-baked in Blender, and the outline function worked also when the camera was outside the environment dome. Are the issues due to changes in Blender or to changes in Verge3D? :unsure:
    I now have to pre-bake the object animation to make things work in V3D. Unfortunately, there is only a V3D setting in Blender to bake armature animations but not to bake object animations on export.
    Hopefully, everything can be resolved in version 4.5. :scratch:
    :bye: Simone

    in reply to: Verge3D 4.4 pre3 animation and outline issues #65266
    illussimo
    Customer

    Here is the zip file to test things out. Even in this simple scene, the same issues occur. :cry:

    in reply to: Let’s make some smoothie! #60970
    illussimo
    Customer

    Great work again! Thanks for making this Demo. :heart: It inspires me to get back to my previous WebXR tryouts and see how I can enhance them.
    After a long break (I’ve been moving house and so on) I can’t wait to try out all the new features of the latest (Blender and) Verge3D updates.
    Good luck to you all!
    :bye: Simone

    in reply to: Some unsolved issues in 4.0 #53565
    illussimo
    Customer

    The screenshots got somehow lost when I edited my post. Sorry to add them only now.
    I understand that meanwhile some issues have been fixed in 4.0.1.

    I have sent a test file to Yuri and more issues will be corrected.

    As for the eye-tracking issues, I switched from using Damped Track constraint to Track To constraint, which works well for Blender 3.2 and Verge3D 4.0(.1). :yes: (I made a separate post on this for Blender users.)

    ETC1 compression indeed works well, files get smaller and give quite good visual results. I’m curious how it will compare to WebP, which will be supported in future updates.

    :bye: Simone

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    in reply to: Verge3D 4.0 pre5 available! #52847
    illussimo
    Customer

    I tested it with my Gargoyles project using Blender 3.2.
    – Unfortunately, objects are invisible if the Bump shader node is used. :cry:
    – There is also an error for AO rendering.
    (see screenshots with error logs.)
    – There are no errors when a Normal Map shader node is used. But using a Normal Map with a model that has combined Shape Key and Armature animation gives distorted results. This has been a problem in former versions of Verge3D as well. (I have posted about this issue before.)

    I’ll try to find time to do more testing.
    Good luck with the finishing touches. 4.0 will be awesome!
    :bye: Simone

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    illussimo
    Customer

    I added 2 more screenshots. The morphs look simplified in 4.0 pre-4.

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    in reply to: Verge3D 4.0 pre4 available! #51617
    illussimo
    Customer

    What big steps again! Image compression, unlimited shape keys and more! I will start testing soon.
    Best wishes,
    :bye: Simone

    in reply to: iOS and iPadOS general issues after version 15.X #50903
    illussimo
    Customer

    Depth sorting issues (see my screenshots above) have now been solved in iOS and iPadOS 15.4.1 since several bug fixes in Metal. :yes:
    However WebGL applications are still a bit sluggish and sometimes have to reload.
    The latest Verge3D 3.9.1 maintenance update has resolved some other issues, and also AO looks perfect now. :heart:
    Probably there will be more improvements in Metal so maybe the reloading and sluggishness issue will also be resolved.
    I heard rumours that Blender will support WebP image format will Verge3D support WebP? Would it help with performance on Apple devices? :unsure:
    :bye: Simone

    illussimo
    Customer

    I’m working on different kinds of projects now, so I hadn’t tried it out yet. I assume it works in quite the same way for both legacy and the new Fields setup.
    After the Geometry Node setup just, Apply: Make instances real.
    I quickly did a test in Blender 3.0. And the result is you can even combine both setups. It works great! :good:
    I would advise though, to learn the new, more versatile and practical Fields setup. In the simple example (see attached image), you can see both setups combined and working alongside.
    I distributed only one object but, you can also distribute different objects from a collection. Possibilities are endless.
    Make sure when you make the instances real to immediately place them in a new collection. If the original has animation, transfer animation data to the instances by linking the animation data.

    Verge3D can handle quite a lot but don’t overdo things! :wacko:
    Just start experimenting, try things out and check that the frame rate doesn’t drop too much in the browser.

    By the way, the Displacement modifier and the Material node: Object Info for random colouring, both work well in Verge3D. :heart: I both used them in my little example.

    Have fun experimenting!
    :bye: Simone

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Viewing 15 posts - 1 through 15 (of 193 total)