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Thomas FabiniCustomer
I’ve checked the mesh, it’s all ok with it. The problem not in depth write and zero faces but because of not sorted faces in trancperency mode.
Thank you very much for testing this, Mikhail.
I’ve tried this now, too, with a similar but clean mesh with no zero faces and the problems with depth sorting are just the same.I’ll try alpha hashed, too – I tried to avoid it, mainly too prevent Quest 2 / 3 performance drops on heavier scenes.
Thomas FabiniCustomerThank you a lot for taking the time to look into this…
I’ve just sent you a .blend file with the affected mesh from our project.Thomas FabiniCustomerThose will be available in the first preview of Verge3D 4.8. Stay tuned!
Great news Yuri, thank you very much!
Thomas FabiniCustomerHi Yuri,
are puzzles for positional audio planned anytime soon?
I get this requirement a lot in projects (but that’s mainly because they are targeted for VR).
So, I couldn’t tell if that many Verge3D users feel the same.I noted recently, that positional audio is already available in the API (which is great!).
If the puzzles would take some time to find there way into a release I would try to use this features through the API directly until then.Thomas FabiniCustomerWorks fine for me. You need just set for all cubes Pass Index 1 or more and for some cubes set the checkbox Depth Write, it’s unchecked on some of them.
Thanks for looking into this Mikhail,
you are right – with Depth Write I’m able to control which objects are rendered above or below other objects.Thing is, I’ve got some mesh geometry which doesn’t work well without Depth Write, can’t uncheck it for this mesh. The cause might be geometry with a large number of zero faces, which I have been unable to repair. The object is highly complex, rigged, rebuilding it from scratch would take quite some time.
That’s why I was looking for a solution that *might* work without Depth Write.
Plan B is disabling Depth Test through API in situations where Icons need to overlay and setting Depth Test back on when they don’t – which works fairly well.
Thomas FabiniCustomerHi Thomas,
Could not reproduce this issue on our side (see attach). Perhaps you could adjust this example for us so that we have something to debug.
Thank you for your example Yuri.
I have to apologize – I guess this got more to do with me being unable to understand transparency sorting, rather than a bug in the current version as I found out in current tests:I’m trying to have UI elements overlaying over objects in the scene, while same time being occluded by other objects. Maybe the render order isn’t the right tool, or setting to start with.
Since render order on object level is one property which affects transparency in Verge3D there are all other settings on material level (especially depth write and depth test beside blend mode) which lead in combination to a lot of different results when turned on or off.In the attached file is an example of an icon surrounded by two rows ob blocks. The first row doesn’t occlude the icon, while the second does. It works only because the first row of blocks is removed from the depth buffer (material settings / depth write off).
I was under the impression, that this could be achieved with the correct render order for the objects – which is the point where I’m probably wrong?
Attachments:
You must be logged in to view attached files.Thomas FabiniCustomerHi Yuri,
copy and paste between projects is such a life-saver… thank you for this feature.I have a question though, regarding the “Render Order” setting: I’ve got the feeling this setting is ignored when using 4.7.1 with a pre 4.x blender-version (3.6.x LTS, in this case).
Might have something to do with the newly introduced transparency hacks in 4.2?It seems only values like zero and bigger than zero are taken into account. Transparency stacking with multiple different values (like i used with 4.6) doesn’t seem to work.
Thomas FabiniCustomerI actually thought of a rig instead of the physics body – but i had the impression that a rig in verge3d can only be animated, but not modified in real time – through user input or physics.
Thomas FabiniCustomerI rather meant parts of the mesh which are more stiff than others – not changing the stiffness over time… which i guess you meant?
Like the weight map on a rigged mesh which controls the amount of deformation on different parts of the mesh… but for the stiffness of the softbody allowing for more rigid parts and softer parts.
Thomas FabiniCustomerHi kdv,
thanks for the example and for pointing that out – i’ve tried soft body volume before, but as it seems, not with the right settings.
I gave it another try, and it works, it really seems to be the best option with the existing physics bodies.A gradual falloff for the stiffness of the softbody isn’t possible, isn’t it? (Like a weightmap which controls the stiffness).
Thomas FabiniCustomerHi Tom,
yes the process itself is more on the technical side and tedious at first until you get everything right. The manifest, all the requirements for building, all that. Then, once you got the hang of it, it’s quite straightforward.But it is a different approach. It means your clients will have to upload the apks themselves, meaning, they need to install SideQuest or other tools unless the app is released in the Oculus store – which with proprietary content isn’t what you usually want.
On the other hand having an url and a pop-up asking to install your app is much easier in most aspects. That if – regarding your actual question – oculus would support it. I have to admit i never have seen the installation prompt when testing out my PWAs. The information i found is contradictory: Oculus states it should actually work, as Alexander pointed out. Another website stated in 2022 that ‘When a user visits a site, the Oculus Browser can help them discover the app if (and only if) it is available in the Oculus Store.’ This might be a reason why they (officially) work, and same time don’t work, but it would defy the purpose of a PWA completely, from my point of view.
If i happen to find out more about app discovery for the Quest 2 / 3 i’ll try and post my findings here.
Thomas FabiniCustomerHi Tom,
that’s Nik Lever’s tutorial on building and installing a apk from a PWA. In this process you create an .apk (android package), an app which you can upload to a headset and run it there.
Building an apk is a bit a longer process of building an app which involves the Android SDK to be installed correctly along with other utilities. If i recall correctly Nik Lever uses an online service to build the apk instead.After building an apk you can upload it to the headset using SideQuest or adb tools (which requires developer mode to be enabled on the headset) using the command line, both ways work.
You can then find and run your app in the ‘Unknown sources’ section of the headsets apps, it will run in a dedicated window like downloaded apps do and will enter VR-mode, too.
For the first run it will connect to the url where it was build from, but if the offline cache was enabled it will run offline after that, at least that’s how it worked for me.Thomas FabiniCustomerYes, degrees of freedom, i suppose as421465683 refers to the description of two navigation modes in VR, with 3dof being three rotation axes, basically ‘sitting’ or ‘standing’ mode where the user can look around and 6dof with three additional translation axes as in ‘walking’ and climbing or flying, for that matter .
Regarding the question itself, hard to say, a combination of the ‘virtual reality’ demo navigation with the additions which kdv posted for 6dof. 3dof would require then locking the translation movement and adding a teleport feature, which i am unsure if it has been showcased on the forums.
About switching between these two – its a matter of personal preference, but i can’t imagine (yet) a scenario where you would like to switch between those, especially if you went all the way to implement 6dof navigation with raycast collisions or even physics collisions. Teleporting can help prevent the user from walking through walls by limiting teleport areas in a simpler way than using collisions with 6dof. (He can still walk through walls in VR if he chooses to physically walk, nothing except a physics collision system will prevent this, afaik).
Thomas FabiniCustomerI just tried incognito mode – it works, but so did the normal mode after resetting the site settings to their defaults, meaning ‘insecure content’ is set to ‘blocked’, again.
I thought i excluded any cache related problems since i’ve erased the cache several times and restarted the machine, too (to satisfy the ‘just-to-be-sure’-part of problem solving).
For now, unfortunately – or rather luckily – i am not able to reproduce that behavior anymore.
Thomas FabiniCustomerHi Yuri,
Congrats on the 4.6 release! Thanks for all the work you put into this.
Already switched to the release version and testing it right now.A note regarding the issue i described above – in Firefox it worked right away after updating the App with 4.6 release, in Chrome it still wouldn’t show the items from the init tab until i switched ‘insecure content’ in the site settings on. I assumed it was related to the non-secure protocol of the local server since webxr wouldn’t start either… So this setting seems to work for Chrome.
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