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x9studio

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Viewing 15 posts - 1 through 15 (of 15 total)
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  • in reply to: Eevee WYSIWYG #51033
    x9studio
    Participant

    If you are using Blender its under Render Properties / Color management. Select Standard.

    The Cycles bake down…will yield great texture maps with all the detail from Filmic and when you finally output to Verge…those filmic maps will be converted to sRGB space and look very close to what you expect and had seen in Blender in sRGB space.

    Your workflow works great! I was able to get the result that is very close to Blender Eeevee render mode.

    The test project I shared early in this post has an incorrect channel packing texture, result from SimpleBake addon. The addon can generates channel packing texture, however the baked textures in the channels are not accurate using its channel packing feature. Individually baked textures from the addon are accurate.

    Thanks again for the workflow! :good:

    in reply to: Eevee WYSIWYG #50929
    x9studio
    Participant

    Sorry, but private support available only on enterprise license users. You can attach a simplified file with simple cubes and cylinders that reproduce the issue.

    @Mikhail Can you guys try my test files? https://www.soft8soft.com/topic/eevee-wysiwyg/#post-50765
    I curious to see if it’s something on my end or you get the same result as mine. Thanks.

    in reply to: HTML Based UI Dreamweaver CC workflow #50861
    x9studio
    Participant

    Live browser mode in Dreamweaver works well. You can delete this post. Thanks

    in reply to: Eevee WYSIWYG #50813
    x9studio
    Participant

    @xeon Thank you very much for sharing your workflow. It’s interesting that Cycles to Eevee workflow produces more accurate result. In theory, we should stick with Eevee for the entire workflow when Eevee WYSIWYG works correctly. But I’ll try the Cycles to Eevee workflow.

    It seems that color space settings is the culprit in my case, but I couldn’t figure out where. I was think maybe it has something to do with the starter Blend project file created by Verge3D when a new project is created in App Manager. Perhaps it has default Verge3D settings that are different from new Blend file created directly from Blender. But that doesn’t seem to be the case.

    in reply to: Eevee WYSIWYG #50765
    x9studio
    Participant

    I can’t share the Blend file that was posted at the start of this thread. But I’ve created a test project that reproduces similar result where rendered Eevee and Verge3D aren’t quite the same.

    My goal is to establish a WYSIWYG workflow. The sample project named Pbr in Verge3D App Manager shows WYSIWYG is possible. But I can’t figure out why I’m not able to produce similar result.

    This is my workflow so far:
    1. Model, texture and HDR lightmap in a Blend file that I called original project file.
    2. Baked PBR textures from the original project file.
    3. Create a new Verge3D project.
    4. Open Verge3D Blend project from project manager and copy PBR textures and HDR map into Verge3D project folder.
    5. Append collection from original project file into Verge3D Blend file and setup materials and HDR map.
    6. Click on Sneak Peek button to see it in Verge3D web browser.

    At step 5, the result in the original project file and Verge3D Blend file are very similar. But at closer loo, Verge3D Blend file has blown out highlight for some reasons.

    At step 6, Verge3D view is quite different from Eevee in Verge3D Blend file.

    In the Verge3D Blend file, I use channel packing texture but I had to use sRGB color space in image texture node to get it look similar to original project file.

    I can’t figure out what settings am I missing, I’m using Blender 3.1.
    Here is the link for Verge3D project folder
    https://www.dropbox.com/sh/h66jt2mie6ek36c/AAA5GXzUWtIcrhrpnqvFM2lJa?dl=0

    Link for original project file https://www.dropbox.com/s/r0dfukwd2j60sd4/Verge3D%20material%20test%20Original%20Project.blend?dl=0

    Thanks.

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    in reply to: Eevee WYSIWYG #50720
    x9studio
    Participant

    Are you using baked PBR textures or Blender native nodes without baking them into PBR textures?

    If I can get the result like this, it’s good enough for me.

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    in reply to: Eevee WYSIWYG #50517
    x9studio
    Participant

    Sorry, but private support available only on enterprise license users. You can attach a simplified file with simple cubes and cylinders that reproduce the issue.

    No problems, I understand. Let me play with it some more 1st, the test project was built from an existing Blend file. I’ll try rebuild the project with a blank Blend file method from your tutorial.

    in reply to: Eevee WYSIWYG #50516
    x9studio
    Participant

    Just to throw a wrinkle into this conversation.

    You will want to be sure Blenders color space and your monitors color space are set to sRGB if you want the colors to be a similar as possible between EEVEE and Verge3d. Browsers use sRGB so if you are using a different color profile in Blender you will want to switch. Also be sure your monitor(s) are set to sRGB as well.

    Note, the above will get you close…very close and typically good enough. But if you are picky and want perfection your only real choice is to iterate/re-adjustment of your materials until you get the result you want. When we have to hit specific Pantone color, we set up a color calibrator over the browser and adjust until we get the correct output. It might take a few dozen tries before we get it right. The bad thing…. most viewers just won’t care as close enough is good enough as the vast majority of people don’t calibrate their monitors or have light-controlled environments where they use their computer.

    Thank you for the inputs. I’m not going for Pantone accuracy. Something went wrong in my test project as PBR sample project in Verge3D shows it is possible to get the WYSIWYG in Eevee to the browser. I just need to figure out what went wrong in my test.

    in reply to: Eevee WYSIWYG #50462
    x9studio
    Participant

    Can you share the example file with textures?

    I can share it privately. I’m not a paid customer yet as I’m still learning and testing Verge3D. But I have to say that it’s very impressive work you have done.

    in reply to: Eevee WYSIWYG #50461
    x9studio
    Participant

    Hi x9studio.

    I am very confused about your question.

    The image on the left looks 90% the same as the one on the right to me.

    The only difference between them is some contrast and color correction (the eevee one looks a bit greenish)

    I am not sure what you are trying to do.

    Also from your material screenshot, I am noticing you are baking the material, maybe you can tell us more details about that?

    From the PBR sample project, the results look identical in Verge3D and Eevee. That’s the way it should be for PBR materials. For some reasons my test project is not producing the same result.

    It’s simple procedural materials baked into PRB materials using SimpleBake addon.

    in reply to: Eevee WYSIWYG #50417
    x9studio
    Participant

    I made that mistake the last time when I posted the question here. So I made sure that it is in render mode this time.

    In my comparison rendering screenshot (the 1st attachment image), one on the left is Verge3D web browser and Eevee rendering on the right. They look so different.

    The scene has no lighting object, it only uses HDR map. Verge3D web browser result should look very close to Eevee rendering, correct? Are there other settings in Blender or Verge3D that caused this? Thanks

    in reply to: Augmented Reality #50294
    x9studio
    Participant

    Can AR detect walls instead of floors?

    not implemented in Verge3D yet sorry :(

    Please add the wall detection feature, also please considering the option of using printed marker like how AR used to work. Printed marker is suitable to wearables such as a walkie talkie attached to a shoulder strap on a person.

    in reply to: Anisotropy #50196
    x9studio
    Participant

    Thank you. It’s a normal map of a cone on a flat surface, clever.

    in reply to: Anisotropy #50151
    x9studio
    Participant

    Baking it didn’t work, at least from Principled shader. Sketchfab has it, https://help.sketchfab.com/hc/en-us/articles/360020687812-Anisotropy

    It’s a commonly used material in consumer products. Does Verge3D support anisotropy PBR created from Substance Painter or any anisotropy PBR?

    in reply to: trying to create brushed stainless steel #49924
    x9studio
    Participant

    Mikhail, it is better to bake the nodes into metal, rough and normal texture and then create a PBR material using baked textures with a principled shader?

    In regard to creating materials for WebGI, does Substance Painter produce better materials than native Blender shader nodes?

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