Home › Forums › Official Announcements › Verge3D 3.2 pre1 available!
- This topic has 11 replies, 7 voices, and was last updated 4 years, 4 months ago by cukas.
-
AuthorPosts
-
2020-05-19 at 12:29 pm #27756Yuri KovelenovStaff2020-05-19 at 12:30 pm #27757Yuri KovelenovStaff
Shadows
Various types of shadows are offered in Blender, 3ds Max and Maya settings.
Selecting between these types allows you to trade off between quality and performance.In total 6 modes are available. Some of which were implemented earlier and some are new:
- Basic: unfiltered pixelated shadows (fastest).
- Bilinear: slightly smoothed pixels.
- PCF: stands for Percentage Closer Filtering. Uses multiple shadow map lookups for smoothing.
- PCF (Bilinear): additionally uses bilinear interpolation for each lookup.
- PCF (Poisson Disk): this was made the default setting because it corresponds the most to what you see in the 3D editor viewport. It uses pseudo random Poisson disk lookups to eliminate shadow pixelation.
- ESM: stands for Exponential Shadow Maps. Shadows are smoothest but light leaks are possible. Use ESM Bias setting on lamps to remove light leaks artefacts.
PCF (Poisson Disk) and ESM techniques offer best quality at the expense of mediocre performance.
In addition, we fixed an issue with shadow volume of Point lights being too small to fit entire scene geometry in 3ds Max and Maya.
Installation
Unicode is now supported by the installer of Blender, 3ds Max and Maya flavors of Verge3D. This particularly allows you to install Verge3D in folder named with non-latin characters.
The default name for the installation folder changed from simply verge3d to verge3d_blender, verge3d_max, verge3d_maya or verge3d_ultimate. So you no longer need to type a different name when you install different versions on the same computer.
Puzzles
The mute and unmute puzzles are available for sound and video. Particularly, you can use these puzzles to auto-play videos without direct user action (muted videos can be auto-played).
Zero is now used in the number puzzle by default.
The disable rendering / anti-alias puzzle no longer causes annotations to jitter. Also this puzzle now works faster, and the anti-alias checkbox is enabled by default.
The when moved puzzle is now more responsive thanks to under-the-hood overhauling and optimizations. The period parameter was removed from this puzzle, and the delta parameter was replaced by velocity (measured in units per second).
The new active camera puzzle will help in cases when you switch between cameras.
Other Features
We added the “Swiss Army Knife” application, which our new YouTube tutorial series is based on, to Verge3D distribution (so far Blender only).
The Transparency, FAQ and Features sections of the User Manual were updated and expanded.
Bug Fixes
We fixed a bug related to JavaScript being generated in incorrect order from multiple Puzzles editor tabs.
2020-05-19 at 12:30 pm #27758Yuri KovelenovStaff2020-05-19 at 1:14 pm #27762Francesco SorrentinoCustomerThanks!
2020-05-19 at 3:52 pm #27770NaxosCGCustomerGood to read !
The new faster Disable rendering / AA will maybe solve my annoying bugs in the billards table apps…
Also, can you provide an example for the “active camera” new puzzle, please, as – if you remember – i did not succed to switch nicely from cameras.
regards.
"1+1=3... for large values of 1"
2020-05-20 at 10:59 am #27807Yuri KovelenovStaff2020-05-20 at 12:54 pm #27809NaxosCGCustomerNice.
Also, when i read this : “set active camera : Makes a specified camera active. This can be used to change camera control mode (“orbit” vs “flying” vs “no controls”), field of view and other settings on the fly.”
I’d like to be able to change the camera control mode on a single camera, changing it to “orbit” to “no controls” without switching camera. Because i still have strange behaviours in my applet : When you change “ambiance”, it switches Freecamera to a fixed one (and changes the background plane object), but even if it it not orbit as those cameras are “no control”, when i come back to the free, and back & forth, sometimes i get moved “no control” cameras… strange.
So i think if y could “tween camera” to some position, then set active camera “no control”, this would help.
"1+1=3... for large values of 1"
2020-05-21 at 3:21 pm #27851GLiFTeKCustomerjust wanted to point out that the hover help text on the “when moved” puzzle hasn’t been updated to the new velocity option. still has the old delta / period info.
Visit the GLIFTEK Verge3D Plugins Store!
GLIFTEK.com for Plugin Documentation & LIVE DEMOS!
LIKE The GLIFTEK Facebook Page for updates!
Join the Verge 3D Discord Server!
plz share Discord link & on your signature!2020-05-21 at 9:25 pm #27858rhenriquesCustomer“The disable rendering / anti-alias puzzle no longer causes annotations to jitter. Also this puzzle now works faster, and the anti-alias checkbox is enabled by default.”
This already made my day!! I was scratching my head about the source of this error and thought I was the source
Kudos!
2020-05-22 at 5:19 am #27859Yuri KovelenovStaffhover help text on the “when moved” puzzle hasn’t been updated
Good catch! We’ll fix it now!
2020-06-09 at 3:42 pm #28580hamitkelesParticipantThank you very much. good job.
2020-07-08 at 9:14 pm #29848cukasParticipantorbit
I’m having the same problem I want to show exterior model and interior so when I’m in exterior use orbit controls and when I click at the entrance of the building tween the camera to that point but now using first person… just like google maps when u drop the player on a street and change the exterior view to street view
-
AuthorPosts
- You must be logged in to reply to this topic.