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Thanks, happy to hear that, your support is great.
I have this problem too with absolutely no geometry change or incoming/outgoing objects before, during and after the camera tween. In v3d 4.3 and 4.4.
THANKS, I can circumvent this problem for my actual project by not using a normal map on the morph object, so you do not need to hurry for me, but of cause you need to fix it in the long run.
It’s a morph object with a multi-material and one of then has a normal map assigned. I’ve nailed it down to this normal map. Here is a downloadlink or the 3dsmax 2021 file+the map (3.8 MB):
With map -> error on gltf / sneak peak export.
Clear the map -> running export
I managed to basically solve the problem by opening the material in the Node Material editor instead of the old one (which for some scripting/material related custom scripts reasons I use quite often), here the textures get the v3d texture properties attached without problems.
Or Verge3D could simply do what it’s told to do as soon as it’s executed the other things in que instead of ignoring code.
Yes, going into the glbs after objects is a possibility but we will be bulk importing glbs from a gigantic catalogue with no knowledge on the inner hierarchy. Any chance to get invisible, but colliding objects? Something like in scene but not visible in render?
I didn’t get physical material working with emissive and opacity texture at all so I’m forced to use Standard Material which can only be emissive max 100% and shades flat. I need more than that. What would be a physical material setup for godrays? Tried and failed, see attachment.
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Objects suited for Verge and AR could be something like this (different qualities, depending on budget):
Substance Painter for instance can export gltf and usdz files. Also there are some web-services. And some apple tools on OsX.
I just saw that you officially don’t support advanced settings in Color Correction node which I used to change the gamma. Then I of cause can’t blame you for ignoring it. Then at least a “linear” checkbox in texture properties become even more reasonable solution.
To give you a perspective, this is a typical medium sized scene (still stripped of all too unholy big meshes like kitchen appliances, small goodies or complicated plants (they will be taken care of and simplified in later process)) right after the export to verge. Still full of problems and about 1.7 million polys with hundreds 3dsmax Physical materials raw converted from VRay materials. This puppy gives me 290 2K baked Verge maps adding up to another 220 textures it’s straight funnel through untouched. It will need a lot of material tweaking and light baking to make it pretty. A lot of work by itself.
The export takes on my 16 cores Threadripper about 5 minutes using only ONE of the 16/32 cores. You can perhaps imagine that iterating through the whole scene with this ridiculous times is impossible.
Bin size 58.4 MB / packed 16 MB, gltf 1475 KB to 65 KB (kudos for this your packing is great)
Like you see it now it’s totaling 42 MB
The goal is to get it to look as near as possible to this rendered look:
So you need to test it bit by bit, but Verge can’t export sub-scenes right now only the whole thing.
You have to split it up in multiple max files, test/export them on their own and rejoin it later. On top of changing assets, tight deadlines and customers changing the thing an a daily basis. At some point you have to iterate on the whole. Everytime waiting for 290 textures to bake in glorious 2k despite you would only need them in 256-512 at least for testing. Then post process (rescale, some color correction) all exported textures to get the whole thing down to a manageable download size and after opening also fits into an ordinary office GPU or iPad memory.
Thanks a lot. It a whole node baking in this case is too much or 3dsmax defies a clear/right solution (3dsmax file gamma handling isn’t always sane) at least a Verge texture parameter like “linearize map” or “use linear” telling Verge to use that particular texture different would help at lot too. But yes a right whole material node tree evaluation prior to baking would be the right solution.
A test scene here:
the roughness map is read with default gamma (in file dialog automatic) which is corrected with a Color Correction. The resulting combined ao-metallic-rouch map from Verge after export looks like the input not like the color correction. And yes 3ds max is ignoring it in the display too.
This is the look it should have after I manually Gamma corrected the Verge exported combined texture with a 2,2 gamma, much rougher everything:
Some developments here? Almost all my customers asking for AR want it in iOs. There are whole sales persons armies equipped with iPads eager to show their products in realtime / AR and we have to create separate usdz files with some limitations (no interactivity) and not in Verge.
I second this, splitting 3dsmax files is a nightmare in maintaining and updating data throughout all of them. Verge3D exporting only selected or better by Layer or Groups (using the layer/Group name in the process) is much better.