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Viewing 15 posts - 91 through 105 (of 147 total)
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  • in reply to: About the deformation modifier in 3dmax! #29828
    Avatarweb
    Licensee

    Okay, thanks for the writeup. Maybe you could add that to the documentation :)

    Avatarweb
    Licensee

    @satpreetsingh04
    Thx for your tips. This is already part of my workflow. My question was related more to graphic performance, and not the intial loading.


    @GlifTek

    Today I already worked a little bit on a fps performance measure. Because I got yet no answer from the verge team of how to read the fps on runtime, I used a javascript function which I found at stackoverflow.

    It seems to read the fps pretty accurate when I compare it to the verge internal showFPS. But I struggle a bit with the logic.

    First try was just a simple if fps higher than do high quality, if lower then low quality. This seemed to work on my desktop computer, but on my smartphone. I have to think of a clever way to check performance reliable at startup :scratch:

    in reply to: About the deformation modifier in 3dmax! #29819
    Avatarweb
    Licensee

    I want to up this thread.

    I would like to know which types of animation in 3dsMax are currently supported by verge? Cause I’m trying to export some animated spline objects which got a sweep operator for geometry generation on them, but no animation is getting exported.

    in reply to: supersampling puzzle #29806
    Avatarweb
    Licensee

    I looked a bit further in the api, and found the “enableSSA” method.
    So you can change/enable SSA quite easily on runtime:
    appInstance.enableSSAA(1);
    But not via puzzle, I think.

    in reply to: supersampling puzzle #29759
    Avatarweb
    Licensee

    Yeah, I would also like to know. If you can set anti-alias on runtime via javascript/puzzle?

    in reply to: WebP image support #29742
    Avatarweb
    Licensee

    Thx for the detailed testing. Will also give a shot.

    in reply to: Alpha overlay issues #29315
    Avatarweb
    Licensee

    Will try it, thx :good:

    in reply to: Mapping textures with different aspect #29305
    Avatarweb
    Licensee

    Found a way. If anyone is interested.
    Moved the texture.image reading into the onload callback of the v3d.TextureLoader(). Then I can read the proper texture width and height and calculate the necessary scaling for the cloned geometry.

    in reply to: Mapping textures with different aspect #29283
    Avatarweb
    Licensee

    I’ve just looked into the “get texture param” puzzle, in order to read the aspect and change the x/y scale of the cloned object.

    I tried to adapt the function, but it seems that the texture loading is async. So when I read texture.image it is undefined at runtime of the function. Would really appreciate some help in this regard.

    in reply to: Access-Control-Allow-Origin loading textures #29260
    Avatarweb
    Licensee

    Okay, I see thank for the clarification. So the only way to solve this, is to either host on the same domain or add “Access-Control-Allow-Origin: *” to the server side, correct?

    Or do you know of another possible workaround?

    • This reply was modified 4 months, 1 week ago by Avatarweb.
    in reply to: Multiple annotations performance #29153
    Avatarweb
    Licensee

    Okay, so what I already suspected.

    I’ve already gone the road of creating mesh objects with textures. Works so far for my purpose.

    But thx for the lookup.

    in reply to: Multiple annotations performance #28940
    Avatarweb
    Licensee

    I created a sample. See attached.

    Attachments:
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    in reply to: Multiple annotations performance #28935
    Avatarweb
    Licensee

    Not really, these are the stats for that particular view:

    Render Calls: 150
    Triangles Rendered: 196508
    Geometry Buffers: 639
    Textures & Render Buffers: 26

    Just to be clear. The performance only drops when I display all annotations at the same time.

    • This reply was modified 4 months, 2 weeks ago by Avatarweb.
    in reply to: Multiple annotations performance #28931
    Avatarweb
    Licensee

    No. No animation at all in the scene. Except simple translation animation via verge.

    in reply to: Verge install breaks VRayLightLister #28341
    Avatarweb
    Licensee

    This is related to custom parameters that are being created by verge to the vray lights. I dont know if that parameters have any effect for verge when exporting, because vray isnt officialy supported by verge.

    At the moment I can only see two fixes to get rid of that problem without manual actions:
    – ask chaosgroup to rework the light lister, so that it ignores the verge params
    – or the verge team should implement a function which ignores vray lights, so that these parameters are not getting added, no matter if I have auto creation activated or doing the manual adding of the params

    • This reply was modified 4 months, 4 weeks ago by Avatarweb.
Viewing 15 posts - 91 through 105 (of 147 total)