Home › Forums › Bug Reports and Feature Requests › Problems with IOS
- This topic has 6 replies, 2 voices, and was last updated 5 years, 7 months ago by scalare.
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2019-04-17 at 1:57 pm #14012scalareCustomer
Hello guys,
I’m not sure if this is actually a bug. I have trouble with IOS visualization. I thought it would be related to the max number of textures, but it looks like that is not the case. I’ve reduced the number of meshes, textures and elements on the scene to the minimum to make things easy for you to check.
Attached are two screenshots. One is of the sneak peek using Chrome on Windows 10 (which shows things as intended), and the other one is a sneak peek but doing it with local testing using a service called Browserstack, that lets you check your websites on real devices via web, so you don’t need to own all those devices to test. It allows to do local testing as well, so I’m checking my blender local server sneak peek through Browserstack as well. I’ve done that screenshot choosing IOS and iPad PRO 12.9 2018 with Safari at Browserstack. I’ve called a friend that has an iPad, asked him to test it on a version I’ve uploaded, and he sees the exact same issue. iPhones show the same artifacts. None of this happens in other operating systems. Not even OSX.
As you can see the wooden texture shows a strange artifact on the bed model. Rotating the scene makes the artifact change its angle, but it is still visible no matter what you do. Right now, we have 3 textures: HDR lighting for World, mask for the floor (copying the Nightstand configurator example) and the texture for the Wood. And we have 3 lights (I know they are too many, and we plan to reduce the number), but even so, I count just 6 textures (2 for the materials, 3 for the lights shadow maps, 1 for hdr lighting). So this does not look like an IOS max number of textures issue. Or am I missing something?
Here is a zip file with the whole test, so you can download it and check the blender file and textures in use: http://gtbiz.net/verge3d/bed/simple_test.zip
And here is a link to the application so you can see it in your browser:
http://gtbiz.net/verge3d/bed/simple_test.htmlAny help is welcome!
Thank you.
Andres2019-04-17 at 3:33 pm #14016Yuri KovelenovStaff2019-04-17 at 4:01 pm #14017scalareCustomerIf I disable shadows on iOS, then my most important target user will get the worst possible visualization, so I’m afraid that is out of the question. I’ve made a few tweaks to the bias, and it looks like it gets better, though the artifacts are not completely gone. And there seems to be a bit of peter panning effect. Any other suggestions?
Thanks a lot, Yuri!
2019-04-18 at 7:00 am #14023Yuri KovelenovStaff2019-04-18 at 2:32 pm #14039scalareCustomerThanks Yuri. After a lot of tests, we figured out that what was causing the problem were the spotlights. When changing them to suns, the artifacts get fixed. Also, we had one of the spotlights set like in your Teapot example, with constraints to make it move along with the camera. That also seemed to have a part in this.
I’m surprised though that it did work on the Teapot example, and not in ours. But we also noticed that the Teapot example is using cycles, so maybe that is a big difference.
Anyway, between the max number of textures, and the depth buffer issues, we’re very limited right now on IOS side. And we’re surprised to get all these issues with Verge3D, when similar tests we had done with Blend4web a couple years ago did work on IOS without problems, and without even having to worry about these issues. Did Blend4web create baked maps automatically when you exported which solved these problems, and Verge3d does not?
Thanks again!
2019-04-19 at 7:43 am #14072Yuri KovelenovStaff2019-04-19 at 3:12 pm #14087scalareCustomerThank you!
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