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Tagged: sizing scaling textures
- This topic has 27 replies, 5 voices, and was last updated 4 years, 4 months ago by Yuri Kovelenov.
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2020-07-16 at 6:17 am #30170Mikhail LuzyaninStaff
So it’snot iOS problem? Or it not rendered only on iOs? Can you share a simple example with this problem? may be it can be fixed.
Co-founder and lead graphics specialist at Soft8Soft.
2020-07-17 at 1:37 am #30243swatchybCustomerHi Mikhail,
Yes, it is an iOS problem, or a difference in behavior. In chrome, firefox and edge on the pc, node map you suggested on 6July (above) works great without a normal map node. However, in iOS, it will not. Found this by trial and error, but it is now working on both. One other clue that told me it was there but not rendering was that the shadow of the object appeared in iOS even though the object did not. Weird, Anyway, solved.
Thanks again on that.Now, can I ask another question?
I have scaling working with a factor/value from the db, but was wondering if I could use something like the following (attached) set value puzzle to get the jpg width and calc the scaling ratio from there automatically. Not working yet, so maybe you can suggest. Am I on the right track?
Thanks again. :)2020-07-17 at 5:55 am #30249Mikhail LuzyaninStaffUnfrotunally, it’s possible to do only with javascript for now.
Co-founder and lead graphics specialist at Soft8Soft.
2020-08-06 at 8:39 pm #31233dibeholderParticipantHey i am having the same issue of the object not rendering on ios, could you please explain more about the normal mapping node which solved the problem for you.
Thanks a lot :)
2020-08-06 at 10:09 pm #31234swatchybCustomerHi dibeholder,
I think I had celebrated too soon, since the problem has come back. But at that time, the addition of a normal map node to any material that had a texture, did the trick. Attached is a snip of the node attached to the normal input of the principled bsdf. Hopefully that may solve your issue in iOS. If I figure out what is going on now, I will add to this post.
good luck!2020-08-06 at 10:15 pm #31236sparazzaCustomerFor what I’ve seen until now, IOS is capable of managing only 8 textures in the same scene (these including your environment, the shadow maps and some other under the hood…) so you can try by removing some texture and using only essential one
Cheers!
Sparazza2020-08-07 at 12:29 am #31237swatchybCustomerthanks for the idea and info Sparazza. I also have the same problem inconsistently on different devices, and in different browsers (with Win10).
Anyway, I had 10 textures and reduced it to 6 in Blender, and disabled any puzzles that referred to them, and killed all shadows on the lights. But no luck.
Mikhail, can you suggest a solution on this? Maybe it has to do with now getting and “Uncaught DOMException” error (see attached). This may have started when I enabled ssl, not sure.
Any clue appreciated from all. thanks.
2020-08-07 at 4:38 am #31242dibeholderParticipantHi dibeholder, Attached is a snip of the node attached to the normal input of the principled bsdf. Hopefully that may solve your issue in iOS.
Thanks a lot I do have normal node attached to the objects mainly cuz I am using normal maps on top of the textures. But I ll try to add this in all of my objects and see if it works.
2020-08-07 at 4:43 am #31243dibeholderParticipantMikhail, can you suggest a solution on this? Maybe it has to do with now getting and “Uncaught DOMException” error (see attached). This may have started when I enabled ssl, not sure.
Any clue appreciated from all. thanks.I had the same problem a while back, to fix it either you need to have both your iframe and the webpage that has the iframe on the same hosting server or use post message function (if you are trying to access the iframe).
2020-08-14 at 2:03 am #31525swatchybCustomerHi dibeholder,
belated thanks for the suggestion. Everything is on the same server/ site etc. And things have settled into only not working in iOS. I also tried Sparazza’s suggestion and cut the scene down to 5 textures, but still not luck.
I will reach out to the v3d team and see if they have any suggestions.
It is a rocket in Edge/Chrome and ok in Firefox.
Thanks again.2020-08-14 at 8:00 am #31538Yuri KovelenovStaffHi,
I also tried Sparazza’s suggestion and cut the scene down to 5 textures, but still not luck.
This may be not enough if you are using multiple lights for example.
For the sake of experiment, can you further cut the number of textures and see if it helps?2020-08-15 at 3:52 am #31565swatchybCustomerHi Yuri,
I cut the textures, one by one, but that didn’t do it. Although it is hard to tell what did it, because I don’t know if you can “disable cache” in Safari to force the new scene on refresh, but I deleted all of the lights (8 soft points, no shadows) and added back one, and it came back. Then I added back 4 more (so total 5, top and 4 corners, still no shadows, but no problem. Also still have 6 textures in this product, plus the environment, so 7 and still working in iOS. Back in business!Now, only one more problem to solve – any chance you have a puzzle for “dummies” to do this?
Thanks for everything.
2020-08-15 at 11:01 am #31579Yuri KovelenovStaffGreat you worked it out! Indeed, having multiple lights is not recommended for both performance and iOS compatibility reasons.
any chance you have a puzzle for “dummies” to do this?
This is a bit advanced topic since it involves server-side (puzzles are purely client size).
BTW, are you using Verge3D WordPress plugin? It has the screenshot feature included. When the user makes an order, the screenshot is included in the form.
https://www.soft8soft.com/docs/manual/en/introduction/Wordpress-Plugin.html#Receiving_Basic_Orders -
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