Difference between revisions of "Known Verge3D Limitations"

From Verge3D Wiki
Jump to navigationJump to search
(Created page with "== Two or more clipping planes parallel to each other == 1181px")
 
m
(17 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[Category:Rendering]]
== Two or more clipping planes parallel to each other ==
== Two or more clipping planes parallel to each other ==
[[File:Two parallel clipping planes.jpg|1181px]]
[[File:Two parallel clipping planes.jpg|787px]]
 
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.
 
[[File:armature_movement.png]]
 
This also affects [https://www.soft8soft.com/docs/manual/en/puzzles/Events.html#when_clicked when clicked], [https://www.soft8soft.com/docs/manual/en/puzzles/Events.html#when_hovered when hovered], [https://www.soft8soft.com/docs/manual/en/puzzles/Events.html#when_dragged when dragged], and [https://www.soft8soft.com/docs/manual/en/puzzles/Scenes.html#raycast 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:
 
[[File:Collection_instancing.png|415px]]
 
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:
 
[[File:hidpi_compositing.png|334px]]
 
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):
 
[[File:hidpi_compositing_depth_issue.png|600px]]
 
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 [https://www.soft8soft.com/product/verge3d-ultimate-web-interactive-suite/ Verge3D Ultimate], especially if you mix assets from different modelling suites inside the same application.
 
== Partial shape keys (morphing) animation ==
 
You should animate meshes with shape keys (morphing) as a whole, not partially. E.g the following won't work:
 
[[File:partial_shape_keys_animation.jpg|467px]]
 
To fix the issue, you should add at least one keyframe to "Key 2".
 
== See also ==
 
* [https://www.soft8soft.com/docs/manual/en/introduction/Hardware-Related-Issues.html Hardware Related Issues] - in-depth explanation of various hardware issues you might experience in your Verge3D-based apps.

Revision as of 07:04, 3 June 2022

Two or more clipping planes parallel to each other

Two parallel clipping planes.jpg

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.

Armature movement.png

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:

Collection instancing.png

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:

Hidpi compositing.png

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):

Hidpi compositing depth issue.png

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 you mix assets from different modelling suites inside the same application.

Partial shape keys (morphing) animation

You should animate meshes with shape keys (morphing) as a whole, not partially. E.g the following won't work:

Partial shape keys animation.jpg

To fix the issue, you should add at least one keyframe to "Key 2".

See also

  • Hardware Related Issues - in-depth explanation of various hardware issues you might experience in your Verge3D-based apps.