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Forum Replies Created

Viewing 15 posts - 16 through 30 (of 213 total)
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  • in reply to: Default count of lights #44834
    web
    Customer

    I just did a few tests.
    Empty scene with just a camera (IBL PMREM):
    2 Lights

    Empty scene with just a camera (IBL LP + Cubemap):
    3 Lights

    Empty scene with just a camera and 1 spot light (IBL PMREM):
    2 Lights

    Empty scene with just a camera and 2 spot lights (IBL PMREM):
    3 Lights

    Empty scene with just a camera and 1 spot light (IBL LP + Cubemap):
    3 Lights

    Empty scene with just a camera and 2 spot lights (IBL LP + Cubemap):
    4 Lights

    If HDR is turned on or off doesnt matter. Could you check whats the count on your side? Sidenote: Using Max not Blender.

    in reply to: Reduce Shaders #44634
    web
    Customer

    In that particular scene all of that objects are displayed at the same time. So I could only use replaceTexture when doing a copy of the material for every single object. Which makes the approach, exporting with only one material for all the objects, obsolete.

    But I don’t get what would be the real world approach for the quote I referenced in my first post from the documentation. Only thing I could see is that the images arent loaded on startup.

    in reply to: Default count of lights #44620
    web
    Customer

    There are 100% no lights in the scene. I’m using a small init scene which just got the “standard” verge settings, environment map and cameras.

    I tried deleting them on runtime via js. But this doesnt seem to work for all lights, only the “unnamed” light can be deleted and this changes the lighting of the scene. Don’t really know why, I think this must be something like automatically generated stuff.

    in reply to: Change params for cameras #44469
    web
    Customer

    @NaxosCG
    Sry dont know why this bug is occuring. I had zero problems with it, but I’m also using no puzzles just pure javascript. But this shouldnt make a difference.


    @jdhutchinson

    I think there are many items missing in the documentation. But you can see the current settings when you just do a console.log(appInstance.controls)

    in reply to: Won’t open on iPhone either in Safari or XRViewer #44426
    web
    Customer

    Sry to hijack that thread, I’ve experienced that iOS issue too many times. I also did notice that it was related to the memory management in iOS. But I wasnt able to find a specific value were that limit is. Do you have any detailed information about this Yuri?

    in reply to: Camera Transformation Dampening/Easing #44380
    web
    Customer

    I’ve just activated the dampening too. It producing the desired effect pretty good, but there are tiny “stutters”. Right before the camera stops, the camera makes a tiny jump. It seems that the “inertia” is producing a kind of range, and the camera snaps to the closest value in that range.

    Is there anything to fix that “snapping”?

    in reply to: Verge3D 3.8 pre5 available! #44378
    web
    Customer

    Thx for the update, will try it asap.
    Can you use the new AO also via puzzle/programatically? So that a max user can work with this too?

    in reply to: Change params for cameras #43962
    web
    Customer

    You can control pretty much when using javascript directly instead of the puzzles. Like that for example:

    appInstance.controls.enableZoom = true;
    appInstance.controls.enablePan = true;
    appInstance.controls.enableRotate = true;
    appInstance.controls.minDistance = 10;
    appInstance.controls.maxDistance = 700;
    appInstance.controls.autoRotateSpeed = 0.5;
    appInstance.controls.enableKeys = false;
    in reply to: Verge3D 3.8 pre4 available! #43783
    web
    Customer

    Thx for the raycasting fix, can confirm that it works great.
    Performance drop before was 119fps, now only 10fps.

    in reply to: Poor performance – MacBook 2019 #43672
    web
    Customer

    Pushing that topic, any ideas?
    As I can see this is a “globally” related Verge3D “issue”, not application specific (except the application isnt quite gpu heavy).

    in reply to: Tone Mapping!? #43482
    web
    Customer

    Interesting topic. I would also be quite interested into using the advanced tone mapping, or stuff like lut profiles.

    in reply to: Append scene update shadows #43375
    web
    Customer

    Okay, thx for the write up. :good:

    in reply to: Append scene update shadows #43326
    web
    Customer

    Just a simple “Free Directional Light”

    in reply to: Verge3D 3.8 pre3 available! #43283
    web
    Customer

    I dont think so. I thought that its just the preferred way, not mandatory.

    in reply to: Mirrored Objects not being display correctly #43277
    web
    Customer

    Okay, then this is just something I’ve to keep in mind.

Viewing 15 posts - 16 through 30 (of 213 total)