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Tagged: Documentation, User manual
- This topic has 5 replies, 3 voices, and was last updated 6 years, 12 months ago by Will Welker.
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2017-11-23 at 6:31 am #651mcolinpCustomer
It has been quite impressive to see this software take shape so quickly. I am eager to see proper documentation created that goes into greater detail regarding workflows as well as feature options for different aspects of any given scene. I am also excited that PBR is present even before Eevee is available in its stable form.
It would seem some areas that might be suggested for initial documentation focus would be;
Materials (PBR Especially)
Lighting, environments, HDR’s, etc.
Scene enhancements; (Depth of field, particles, and other scene enable properties)Animation (anything sepcific to the Verge3D options or preferred pipeline using existing animation tools in Blender.)
Thanks for all your hard work!
2017-11-23 at 7:06 am #654Yuri KovelenovStaffHello mcolinp and welcome to Verge3D forums!
Yes, we have plans to describe everything in the documentation. Meanwhile please use the samples in Verge3D distribution as references.
Regarding the points you mentioned:
* almost all nodes from Blender’s GLSL set are supported, including nested groups
* we have intention to skip supporting Cycles nodes (except the PBR node group which include some Cycles nodes) – in favor of EEVEE
* multiple lights, shadows, environment lighting are available, HDR is supported by the engine but not integrated in the pipeline yet
* several post-process effects are implemented: DOF, SSAO (both can be previewed in Blender viewport), outlining via API, many others are inherited from Three.js but not integrated in the pipeline yet
* particles aren’t currently not integrated in the pipeline
* a full-blown animation system is already available: whole-object, skeletal animations, rigs, parenting objects to bones, node material animation via Value node2017-11-23 at 11:18 pm #679mcolinpCustomerAfter looking into the PBR shader; it seems to me that it is missing IOR settings. This is the thing that makes materials look “accurate” to real life. Perhaps I’m missing a way to add it, but if not; I would request that it is added as soon as possible.
Thanks
P.S. Anyone who is confused, (like I was), by the PBR Shader not rendering correctly on screen in the Verge3D engine; it is because the “Verge3D PBR Node” has to be used in the Cycles Engine to render in realtime on screen.
2017-11-23 at 11:49 pm #684mcolinpCustomerAnother thing I’m a bit confused on:
How is that camera controlled in the scene?
I can’t help but reference the setup we all were familiar with before; which allowed rotation and zoom limits, etc. An Auto-Spin “Turntable” seems to be needed as well.
-EDIT- I now realize that I was not seeing the “Camera Limits” because I was using the Cycles engine instead of the Verge3D engine. Still not sure about the turntable feature though.
2017-11-24 at 1:39 am #686mcolinpCustomerLooking at the Camera rotation Limits a little further; I’m confused as to why there are not limits for direction x, direction y, & direction z. As it is there is simply only one entry. And when inputting limits in the fields; there doesn’t seem to be feedback as to what the limits are allowing or restricting (as we were used to before).
2017-11-24 at 10:52 am #700Will WelkerCustomer
The x, y and z location will be the center target that the camera orbits around. Then you have the min and max distance from that point. Then min degrees (0 would be looking straight up) and max degrees (180 would be looking straight down). -
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