Known Verge3D Limitations
Two or more clipping planes parallel to each other
When two or more clipping planes intersect with each other, you can see the following artifacts similar to Z-fighting. Possible workaround for this issue would be using only one plane or disabling the "Filled Cross-Section" setting.
Camera Scaling
Camera scaling > 1 or < 1 does not supported well in Verge3D. Always set scale factor for your cameras to 1.
Raycasting with skinned objects
If some skinned object moves out of its bounding (sphere of box), raycasting will fail to detect its new position.
This also affects when clicked, when hovered, when dragged, and raycast puzzles.
Possible workaround for this would be creating a simplified fully-transparent proxy object and parenting it to the bone directly (without skinning). Then you can detect raycasting, clicking, hovering etc for that object.
Deep Collection Instancing (Blender)
In general, you can link collections to your blend file via instancing:
However, you can not nest instanced collections, e.g it's not possible to instance collections which in turn included in other instanced collections and so on.
HiDPI Compositing Limitations
HiDPI composing is a nice feature to render some of your objects in high quality:
However, this feature has some limitations:
- You can't apply any post-processing effects to the objects rendered in HiDPI pass.
- HiDPI objects can not be influenced by the depth of the objects rendered before them, as such there might be artifacts similar to these (green - regular object, blue - HiDPI object):
So, HiDPI works fine for UI and camera-parented objects only.
Running multiple Verge3D flavors simultaneously
If you try to run multiple Verge3D flavors, e.g Verge3D for Blender along with Verge3D for 3ds Max, only the first one will execute the App Manager server. This means, when you create a new app, it will be created inside the distribution which is connected to the first modelling suite you run. Also, the Sneak Peak feature will work only inside the first suite.
A possible workaround would be unloading the package you don't need to use. Alternatively stick to Verge3D Ultimate, especially if mix assets from different modelling suites inside the same application.
See also
- Hardware Related Issues - in-depth explanation of various hardware issues you might experience in your Verge3D-based apps.