Home › Forums › Official Announcements › Verge3D 2.12 pre4 available!
Tagged: anti-aliassing, improvements, puzzles
- This topic has 9 replies, 7 voices, and was last updated 5 years, 6 months ago by roybell.
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2019-04-30 at 10:53 am #14321Yuri KovelenovStaff2019-04-30 at 10:53 am #14322Yuri KovelenovStaff
WordPress plugin
We added the order_id field to order templates, and the option to specify an order’s e-mail subject.
We used WordPress’ filter feature to allow the Verge3D plugin to verify order fields such as price, and overall consistency of an order.
Anti-aliasing
To give you the possibility to select a preferred anti-aliasing method (MSAA 4x, 8x, 16x, FXAA), we added the corresponding menu to Blender and 3ds Max. Auto means that the engine will apply the most applicable method depending on hardware – MSAA 4x on WebGL 2.0-capable hardware, or MSAA 4x (no post-processing used) or FXAA (with post-processing) when running on WebGL 1.0.
We also reworked the supersampling feature: the previously introduced supersampling puzzle was removed from the Post-processing category. Instead, we added a checkbox to the disable rendering puzzle called anti-alias last frame which enables SSAA. The supersampling feature was also reworked to significantly reduce latency on low-end hardware.
Puzzles
Dictionary puzzles now perform type checking of their parameters to avoid code crashes.
We fixed the play animation puzzle, the when finished slot of which didn’t work when animated objects are loaded and added to the scene in runtime.
The tween camera puzzle received its own when finished slot.
The when moved puzzle made more responsible.
Get attr puzzle’s dropdown was supplemented with several missing properties including clientHeight, clientWidth, innerHeight, innerWidth, scrollHeight, and scrollWidth.
Other improvements
We supported the default inputs of the Fresnel and Layer Weight EEVEE/Cycles nodes. Also the Fresnel node now produces results which are closer to Blender’s.
We improved the rendering results produced by the Principled BSDF EEVEE/Cycles node when low specular values are used.
We fixed the clear coat roughness parameter not working in some versions of 3ds Max.
3ds Max’ Gradient Ramp Map is now supported to allow for better quality and more memory-efficient gradients.
The engine now cleans up the object cache when unloading scene which fixed some issues with dynamic loading.
2019-04-30 at 12:23 pm #14323elkCustomerlooks good haven’t tested yet, but am I reading it right that we no longer will have control of what anti-aliasing is used via puzzles? The auto feature seems like a good ide, but I was hoping to be able to adjust it via puzzles, so I can make a low, mid and high graphics settings that users can chose for instance.
2019-04-30 at 1:36 pm #14326AndrejusParticipantVery well
2019-04-30 at 3:55 pm #14328NaxosCGCustomer"1+1=3... for large values of 1"
2019-05-01 at 8:53 am #14333illussimoCustomerMost issues have been solved and improvements have been made again!
I hope multi-selection of puzzles, for easier organizing, will be also something that can be handled.
Great work as usual.
2019-05-01 at 9:12 am #14335Yuri KovelenovStaff2019-05-01 at 11:06 am #14342jbetbeCustomergreat update! Again ;)
I’ve been testing with other formats like .usd/.usdz and found this:
File size comparison for a complex 3D asset:1. USDZ – 5.7 MB
2. GLTF – 23.8 MB
3. OBJ – 32.3 MB
4. DAE – 47.1 MB
5. FBX – 71.3 MBI know maybe you don’t have any plans to change some 3D standards but this .usdz files are too much optimized. It’s just a note for you
2019-05-01 at 1:02 pm #14347Yuri KovelenovStaffwhat about the compressed version of glTF?
2019-05-01 at 4:20 pm #14353roybellCustomer -
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