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USD material and Ambient Occlusion ?

Home Forums Bug Reports and Feature Requests USD material and Ambient Occlusion ?

Viewing 5 posts - 1 through 5 (of 5 total)
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  • #59825
    NaxosCG
    Customer

    Hello guys,

    Am i totally lost, or are USD materials not compatibles with Verge3D AO ?

    I can’t make Ambient Occlusion working when i use USD shaders, i need those ones because i’ll have to let the end user to use AR (iOS).

    Regards.

    "1+1=3... for large values of 1"

    #59826
    xeon
    Customer

    Hi NaxosCG,

    Verge3d puzzles, AO included, will not work in iOS AR based on what I know. Look forward to the expert’s input but I believe, once the USDZ is loaded, iOS Quickview takes over and uses its own system for rendering and interactivity and Verge3D has nothing to do with this process.

    We have done a few AR Projects that start with Blender output to Verge3d for Android and then are forked for iOS. If material consistency between WebXR and iOS for AR is the goal. We find forking the project the easiest solution. A separate set of materials for each. If your goal is to output USDZ from a Verge App for AR then you will have to decide to either: 1. develop two different sets of materials depending on the devices or 2. choose which platform is more important and just develop materials for that and let the other interpret the best it can. Since the color space and rendering engines are completely different it’s the developers/clients choice typically.

    For us, we just build to different sets of materials using blender. Just before output to USDZ we swap out the WebXR set with the USDZ set and you are good to go.

    Creating a USDZ set is simple enough…just a pain in the ass testing. Meaning you have to constantly check it on an iOS device to make sure material looks its best. But once that process is over…the material swapping is pretty straight forward.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #59827
    NaxosCG
    Customer

    Yes, i know that in AR, the AO will not work, but before AR, the configurator will be online, as usual.
    Ok, i can switch materials before enter into UDSz, but it is a lot of additionnal work.

    "1+1=3... for large values of 1"

    #59829
    xeon
    Customer

    It is alot of additional work for sure and if Verge is watching it sure would be nice to have a simplified way to view the iOS version.

    It would be great if there was a swich in Verge3d that updated the materials as needed for iOS but I haven’t found any specific setting like a gamma adjustment that solves it. Because the lighting is so different in iOS the colors are more life like and thus we are always tweaking things to look better. When we get these projects we just plan on doubling up on the texture work when quoting projects that require iOS and Android.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    #59832
    kdv
    Participant

    but I believe, once the USDZ is loaded, iOS Quickview takes over and uses its own system for rendering and interactivity and Verge3D has nothing to do with this process

    Exactly. Verge3D makes the only thing: exports specified meshes (and thier materials with baked textures) into a .usdz file. Nothing else. iOS Safari tries to download this file but due to the special structure of the <a> link (with <img> tag inside) the file is sent to the AR Quick Look instead of just downloading.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

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