Home › Forums › Graphics / Blender › Objects not rendering properly in V3D, have holes in them
- This topic has 12 replies, 5 voices, and was last updated 3 years, 1 month ago by Nurgeldi Dovletov.
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2021-09-15 at 10:14 am #44676yentzstrikeParticipant
Hi all,
as the title says Im having problems with V3D not displaying some objects properly, they appear to have holes in them in seemingly random places. Its not a problem with face orientation. Does someone have any idea as what may cause this? It looks like the picture included.
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You must be logged in to view attached files.2021-09-15 at 10:25 am #44681Yuri KovelenovStaff2021-09-15 at 10:32 am #44683yentzstrikeParticipantThanks for the quick reply! Double and triple checked the normals already, enabled double-sided as well, thats not the issue sadly.
2021-09-15 at 10:59 am #44684Yuri KovelenovStaff2021-09-15 at 11:16 am #44687yentzstrikeParticipantsure! It exceeds the 4mb upload limit so heres a onedrive link. Let me know if it works for you. https://1drv.ms/u/s!Aj01NRdAfaJ2hDSfbzPOXmTOuwRU?e=tIGbpP
2021-09-15 at 11:32 am #44692Mikhail LuzyaninStaffTry to convert all to mesh and then do CTRL+n to normilize normals.
Co-founder and lead graphics specialist at Soft8Soft.
2021-09-15 at 11:50 am #44695yentzstrikeParticipantThey are meshes already, thats not it.
2021-09-15 at 12:34 pm #44696Mikhail LuzyaninStaffI’ve done this with your file and it helped.
Co-founder and lead graphics specialist at Soft8Soft.
2021-09-16 at 9:09 am #44724yentzstrikeParticipantBy helped do you mean it solved the problem completely? Do you mean to recalculate the normals? This I have done already and again after your suggestion, but for me it just doesnt seem to work. Heres a picture of how it looks, the meshes are barely even there.
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You must be logged in to view attached files.2021-09-16 at 9:19 am #44726Mikhail LuzyaninStaffSeems your project is to small try to scale it up 10 times.
Co-founder and lead graphics specialist at Soft8Soft.
2021-09-16 at 10:16 am #44728yentzstrikeParticipantScaling did not help either unfortunately. However, I think I found the root of the problem at least, the Verge3D exporter. I did a test with exporting the same assets via Blenders built in gltf exporter and the Verge3D one and checked them via an online gltf viewer (https://gltf-viewer.donmccurdy.com/). The top picture is the verge file, the bottom one is exported via Blender. In addition I got some warnings for the verge file, I listed them below. What can I do with this information?
VALUE_NOT_IN_LIST Invalid value ‘material.nodeValue[“Principled BSDF”]’. Valid values are (‘translation’, ‘rotation’, ‘scale’, ‘weights’). /animations/0/channels/0/target/path
UNSUPPORTED_EXTENSION Cannot validate an extension as it is not supported by the validator: ‘S8S_v3d_material_data’. /extensionsUsed/0
ACCESSOR_INDEX_TRIANGLE_DEGENERATE Indices accessor contains 77175 degenerate triangles (out of 89673). /meshes/1/primitives/0/indices
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You must be logged in to view attached files.2021-09-16 at 6:41 pm #44758xeonCustomerTo solve this problem for Verge you will need to Convert the curved-based surface to a mesh. Then once a mesh…”Remesh” it smooth with sufficient detail to make the wires curves nice and smooth. The poly count will go through the roof but that’s okay. Then Disseminate the object…. getting the poly count back down to the original.
That seems to do the trick.
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You must be logged in to view attached files.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2021-11-07 at 12:01 pm #46777Nurgeldi DovletovStaffHi,
the problem is solved, the fix will be in Verge3D 3.9 pre2.Verge3D Developer
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