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xeon

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 624 total)
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  • in reply to: Washed Material color on some smartphones #53809
    xeon
    Customer

    Color Management is a big topic and one that will drive developers crazy for sure.

    The first thing we as developers have to realize is that color space and color management is something that is controlled by the end-user in most cases. Some phones such as iPhones embed their own color profile so their users don’t have access to too much other than the ability to have true tone or not.

    As developers and creators have to know our deployment space. If this was for a trade show or limited release that is in your control then you get to pick the color space you want based on the hardware you have.

    However, if this is a general public release where any device can view it then you have to select a color space that is common or a smaller subset than most typical displays. This color space is sRGB. This does not mean your customers phone, desktop monitor will be in sRGB but it means you have the best chance of your colors appearing correctly on that device which is why the web in general uses sRGB.

    So in Blender under Render Properties > Color Management you have some settings to manage your color space and affect the output of your files. The first thing you will need to do though is insure your monitor color space matches your display device settings so you are seeing accurate colors. You will notice I am not saying you need it to be set to sRGB, you will have to decide what is best for you but when creating for web I make sure my monitor is in sRGB and display device is in sRGB. View Transform…. this will be task specific but when you are at final, I find it best to set to standard before output. Sequencer…leave that as sRGB.

    After that… you have no control. How it looks on one device vs another is up to the individual users settings and hardware.

    There are significant difference between iOS and android. iOS uses its own color spaces and converts it to their color space to work best on their devices. This can sometimes lead to shifting colors. To correct for this we test on both devices and have specific textures and colors re-assigned based on iOS or android…if an only if its a problem. In most cases unless its a logo or a brand color this is not needed.

    • This reply was modified 4 hours, 3 minutes ago by xeon.

    Xeon
    Route 66 Digital
    Interactive Solutions

    in reply to: Is that possible to spawn object? #53792
    xeon
    Customer

    you have a few options depending on whats best for your scene.

    You can have the objects preloaded in the scene and hidden and then based on users input place the object where desired and then show the item.

    Alternatively, you can load in a gltf as needed if memory is a concern. See scene loader demo that comes with V3D.

    Xeon
    Route 66 Digital
    Interactive Solutions

    in reply to: Morph Target shape not sent to AR (iOS) #53780
    xeon
    Customer

    OK..some weirdness. I primarily use blender Blender 3.0.1 would not create the shapekeys in such a way that they would animate or be accessible to get to an in between shape with a USDZ. However, Blender 3.1.2 does..the shapekeys come over without an issue. It will be few weeks before I can migrate to B3D 3.2 and V3D 4.0.1 so if anyone could test it out that would be great.

    Simple USDZ attached. Will work in XCode. Quick Look does not support this as far as I can tell.

    • This reply was modified 20 hours, 40 minutes ago by xeon.
    • This reply was modified 20 hours, 17 minutes ago by xeon.
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    Xeon
    Route 66 Digital
    Interactive Solutions

    in reply to: Morph Target shape not sent to AR (iOS) #53779
    xeon
    Customer

    You may want to upgrade to 4.0.1 production release….might help…might not but its available.

    I an digging into this a bit and there seems to be a lot of reported issues with USDZ and blendshape/shapekeys/morph_targets are being stored in the file but they are not accessible through Apples AR QuickLook. Going to keep digging.

    Xeon
    Route 66 Digital
    Interactive Solutions

    in reply to: Morph Target shape not sent to AR (iOS) #53773
    xeon
    Customer

    What 3d app, and version are you using and what version of V3d are you using?

    Xeon
    Route 66 Digital
    Interactive Solutions

    in reply to: Vr mode on IOS+cardboard ,doesn’t work?? #53759
    xeon
    Customer

    Thank you for bringing this up…..with new versions it would be helpful to have a list of the things added but also a list of things removed.

    Xeon
    Route 66 Digital
    Interactive Solutions

    in reply to: Enable Shadows increases triangles rendered #53739
    xeon
    Customer

    Yup, normal. Which is why I recommend to everyone not to use lights if they can.

    Linke to previous discussion with Soft8Soft

    Print Performance Window – inaccurate information?

    • This reply was modified 2 days, 14 hours ago by xeon.

    Xeon
    Route 66 Digital
    Interactive Solutions

    in reply to: Get X, Y, Z dimensions of a generated text object #53722
    xeon
    Customer

    This might help.

    https://www.soft8soft.com/docs/api/en/math/Box3.html

    Xeon
    Route 66 Digital
    Interactive Solutions

    in reply to: Rendering on Scanline but Blank on Verge3d #53693
    xeon
    Customer

    You state you are a “layman” in max….you could save yourself some money out of your pocket if you use Blender and achieve the same results for $0 per month. But more importantly, the Blender/Verge3d community is much more active and you will get more help right away. My humble two cents.

    Xeon
    Route 66 Digital
    Interactive Solutions

    in reply to: Rendering on Scanline but Blank on Verge3d #53692
    xeon
    Customer

    Hey there…hopefully you run into a Max person that can help in more detail but the answer is more than likely your material setup is not compatible with Verge.

    Other possibilities include:
    too much light
    emissive material
    very strong environment map

    I would recommend testing the following:
    1. assign a basic color texture to your object and retest.
    If the basic color (red) is assigned to all your objects and it still comes out white…then you know you should look at lighting
    If the object comes out the color you chose then check your materials and make sure the specularity, roughness etc are set so they don’t wash out.

    Good luck

    Xeon
    Route 66 Digital
    Interactive Solutions

    in reply to: HTML interface doesnt show up when I upload my app #53680
    xeon
    Customer

    A little more digging and you will find that many of the file have cross origin problems. Meaning they are files that are trying to be access from another site. You will need to move those files locally then go through the CSS and make sure they are pointing to the local files.

    Attachments:
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    Xeon
    Route 66 Digital
    Interactive Solutions

    in reply to: HTML interface doesnt show up when I upload my app #53678
    xeon
    Customer

    You will need to use some dev tools to monitor the console log. See attached image. Your assets are not being loaded. See 403 errors.

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    Xeon
    Route 66 Digital
    Interactive Solutions

    in reply to: HTML interface doesnt show up when I upload my app #53676
    xeon
    Customer

    The link you have provided is failing on and SVG that is not in your folder or is not properly linked.

    The page that is loading is the default verge3d HTML page.
    You will want to verify you have uploaded the correct HTML page. Just a guess since the header on this page is the default V3D page I am guessing the page created in Webflow will be much different. Perhaps the link you sent is just to the old HTML and not the new one you created in webflow?

    Xeon
    Route 66 Digital
    Interactive Solutions

    in reply to: HTML interface doesnt show up when I upload my app #53674
    xeon
    Customer

    Hi there
    This is hard to diagnose but I have two guesses based on the console log errors.

    The console log reports a 403 error.

    The 403 (Forbidden) status code indicates that the server understood the request but refuses to authorize it… If authentication credentials were provided in the request, the server considers them insufficient to grant access.

    This is an issue with the webflow account, or how you are referencing those files from within Verge3d. Cross domain referencing is not allowed. If you going to use Webflow, you will want take the verge3d assets and place them in webflow and test in webflow.

    Alternatively, you can export the code from webflow and then create your own HTML/CSS and manage that inside your v3d app folder and upload it to the V3D servers and that will work too.

    Xeon
    Route 66 Digital
    Interactive Solutions

    xeon
    Customer

    Most of these sorts of animations that are done in the videos can be done in AfterEffects or a similar program.

    To achieve these results in Verge3d there are a few approaches but they are dependent on the target systems you are shooting for.

    One of the most efficient methods is to create an animated UV atlas map.
    You would create the flow animations in your favorite motion graphics app. You will want to be it loops based on you desired frame rate, then export the individual frames with transparency.

    Using your favorite 2D image processing application, you can then create a large atlas map. It will depend on how large of an image you will need to map the object you are going to use for the airflow.

    I would suggest testing various sizes by mapping them to the object until you find the smallest size you can get away with. Then using that size multiply it by the number of frames needed to loop. (suggest it be an even multiple of the desired FPS). All this combined with keeping the atlas map a power of two. As an example if you could get away with a 768×768 image and you were targeting 24FPS,you could create a 4096×4096 atlas map with a grid of 5×5. You would use that image editor to place the first frame of your flow animation at position 0,0…then place the next image perfectly adjacent to it until you have 5 images in the first row…then continue down until you have all 24 images in 5 rows in this single image.

    Once the map is done, bring it into blender and and use it as a texture and animate the UV coordinates by frame over 24 frames. This will create the animation of the map without having to load multiple textures.

    Xeon
    Route 66 Digital
    Interactive Solutions

Viewing 15 posts - 1 through 15 (of 624 total)