Home › Forums › Official Announcements › Verge3D 4.0 pre4 available!
- This topic has 12 replies, 7 voices, and was last updated 2 years, 6 months ago by Yuri Kovelenov.
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2022-05-02 at 8:42 am #51574Yuri KovelenovStaff2022-05-02 at 8:42 am #51575Yuri KovelenovStaff
Blender-specific features
The stock app called Tea Ceremony was reworked to demonstrate all types of lights and shadows. Also a small demo called Metaballs was added to the Verge3D Asset Store.
We updated the Light Probe app (based on the similarly-named tutorial) to demonstrate both planar and cubemap reflection probes. You can download it from the Verge3D Asset Store.
We supported the Vector input option in the node Map Range. This option was introduced in Blender 3.1.
We fixed the export crash case related to baking of animation in Blender 3.1. Thanks for the report.
We dropped support for outdated Blender 2.80-2.82. This allowed us to eliminate some hacks and noticeably speed up the export. We also managed to drop all old shaders generated from these Blender versions which helped boost up shader compilation, resulting in scenes loading faster.
3ds Max-specific features
We added a new app called Light Probe (based on the similarly-named tutorial) to demonstrate both planar and cubemap reflection probes. You can download it from the Verge3D Asset Store.
We fixed the bug with intensity of the default light sources.
We fixed the bug with anisotropic filtering for textures not working properly. Thanks for reporting this on the forums.
Maya-specific features
We supported vertex colors via the aiUserDataColor node.
You can specify multiple custom attributes for this node:
Maya 2023 released this March now gained Verge3D support.
We added a new app called Light Probe (based on the similarly-named tutorial) to demonstrate both planar and cubemap reflection probes. You can download it from the Verge3D Asset Store.
We also added a new app called Load Unload to demonstrate the dynamic loading feature. You can download it from the Verge3D Asset Store.
We fixed the issue with the camera option Fit Resolution Gate not working properly when it is set to Fill. This issue was reported through the Enterprise support channel.
We fixed the problem with exporting lines for scenes using non-default units. Thanks for reporting this on the forums.
Snowballs VR Revisited
We have further upgraded our Snowballs VR demo (currently available only to Verge3D for Blender users). It now offers 3 types of controls:
- desktop controls with mouse and pointer lock (now works on localized keyboards too)
- mobile multi-touch controls
- VR controls optimized for Oculus Quest 1/2
We also added more levels, more snowball guns, improved the graphics and UI, performed some performance optimizations, and streamlined the Puzzles logic.
We believe this small game have become one of the most advanced Verge3D apps ever created so far. All in all, this demo inspired us to add various features to simplify the creation of such huge yet code-less applications, as well as to fix many bugs in the engine.
Other improvements
We added the option @media to the puzzle create CSS rule, to match the puzzle set style for CSS rule where such the option is present.
We added the targetTouches events to the puzzle get event property. To explain the difference, touches means a list of information for every finger currently touching the screen. On the contrary, targetTouches are filtered to only those touches that started out within the same HTML element. This feature allowed us to implement mobile multi-touch controls for the Snowballs VR demo, so that the left and right hands could be distinguished in the Puzzles scenario.
We implemented a new puzzle called set animation speed, which you can use not only to adjust the speed per se, but also to reverse the playback, even before the animation finishes playing to the end. Thanks for suggesting it on the forums back in 2019, and sorry for taking this so long.
We enabled texture compression for most Verge3D demos.
The good old puzzle show now works with multi-material objects when they are originally hidden.
Bug fixes
We fixed the bug with ambient occlusion not working in the AR/VR modes. Thanks for reporting this on the forums.
We fixed various export crashes when texture compression is enabled. Those issues related to unsupported texture formats, such as PNG with an embedded color profile. In such cases, no conversion takes place, and Verge3D keeps using the original image instead.
Verge3D apps now work properly in WeChat browser on iOS 15.4. This issue was reported through the Enterprise support channel.
We fixed crashes in the Puzzles editor sometimes happened when puzzles are deleted. Thanks for reporting this.
We fixed rare export crashes related to case-sensitivity of file names (Windows-only).
We fixed the issue with normal-mapping of planar light probes, occurred when they are scaled.
We fixed z-fighting occurred on some non-Windows systems. This was achieved thanks to employing the 24-bit depth buffer which is part of WebGL 2.0.
We fixed the Windows-specific issue with line endings in the multi-line text puzzle.
We fixed the rare Puzzles bug caused by objects that: A) have morphing, B) have a clipping plane, and C) are multi-material, at the same time. This issue was reported through the Enterprise support channel.
Issues introduced in previous preview builds
We fixed the bug with opaque materials that have zero alpha. Thanks for reporting this.
2022-05-02 at 8:43 am #51576Yuri KovelenovStaff2022-05-03 at 4:15 pm #51606MicdsnCustomerI LOVE the progress!! Keep it up! This is why I am supporting this team.
For my use case I am very interested in the VR (glad to see oculus support!).. Are there any app demos showing simple controller support ie, grab, move, stack objects? The snowball VR is awesome but so complex. Any smaller scale ‘sandbox’ type VR apps coming?
2022-05-03 at 8:11 pm #51617illussimoCustomerWhat big steps again! Image compression, unlimited shape keys and more! I will start testing soon.
Best wishes,
Simone2022-05-04 at 2:05 am #51621AwaRyoCustomerThere is no Application folder in the MacOS DL data?
2022-05-05 at 3:39 pm #51723Yuri KovelenovStaffAny smaller scale ‘sandbox’ type VR apps coming?
we’ll think about it!
There is no Application folder in the MacOS DL data?
as of version 4.0, all applications are now stored in /Users/Name
2022-05-17 at 5:04 pm #52143PhilippCustomerHy, i got an instant crash if i click on sneak peak on mac os 12.3 with blender 3.1.0 with an recent project. an empty scene works…ideas?
thx
2022-05-18 at 11:21 am #52172Yuri KovelenovStaff2022-05-23 at 1:23 pm #52289dragosburianCustomerHello,
It seems that trying to export a glb.xz results into an error, is this a known issue? Thank you.
DragosAttachments:
You must be logged in to view attached files.2022-05-23 at 2:15 pm #52295Yuri KovelenovStaff2022-05-23 at 2:39 pm #52297nookiParticipantImage compression sounds great! Will there be a new version with glb fix coming soon then? :)
2022-05-24 at 6:44 am #52328Yuri KovelenovStaff -
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