Home › Forums › Official Announcements › Verge3D 4.5 pre2 available!
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2023-10-16 at 7:01 am #67641Yuri KovelenovStaff
Here is the second preview of Verge3D 4.5! It includes:
☞ possibility to customize application look and feel via settings
☞ various styling tweaks in the App Manager
☞ default WebGL error message redesigned
☞ preliminary support for Blender 4.0 beta and 4.1 alpha
☞ updating apps for new Verge3D versions made more robust
☞ Scroll Animation demo and tutorial for 3ds Max
☞ drag rotate puzzle working better
☞ improved bloom effectMore details below:
2023-10-16 at 7:02 am #67642Yuri KovelenovStaffApplication settings
3D artists often struggle with the web part of 3D web development. Luckily, we made it possible to customize the look and feel of an application without the need to manually edit HTML and CSS code! Here is the list of what you can now tweak:
- preloader image and style
- full screen button
- annotations
- page, title, and description (important for search engine optimization)
- title, description and image for sharing in social media
- favicons, including icons for iOS and Android
- “walk” touch button (visible for first person controls on mobile)
- WebGL error message and image.
For example, you can provide your own image instead of Verge3D logo (preferably SVG, but other web formats are also supported), and customize the color and thickness of the preloader bar.
As a result, the user of your application will see a completely different preloader.
You can access the UI for modifying those settings via a button on the application screen.
Under the hood, this customizer analyzes the structure of an existing application and preserves any modifications that might be introduced to it by hand. This allows you to seamlessly combine the visual approach with coding or Puzzles.
This feature was implemented in close cooperation with the Verge3D community member known as Xeon on the forums–check out his YouTube channel for cool Verge3D tutorials and tips!
Further improvements in the App Manager
We made some styling changes in the App Manager itself. The buttons are now blue, the scroll bars made thinner, and the right bar on the application screen was reorganized for more usability. We also replaced the Twitter icon with X in the About Verge3D window. There were various smaller tweaks as well.
We redesigned the default WebGL error message. You can further customize it via application settings.
We refined the update procedure for applications. In the past, when updating an application you could sometimes experience merge conflicts if its files were heavily modified by hand. From now on, the App Manager tries to preserve as much data as it can (such as title, description, social media data, favicons, etc), making such merge conflict much less destructive.
We cleaned up the default application templates by removing unused code lines, thus making the code of a new applications more clean and readable.
Blender-specific
We supported all options from the Owner drop-down of Blender’s Limit Location constraint in case you need them.
We are trying to keep up with the recent evolution of Blender, the versions 4.0 beta and 4.1 alpha of which are experiencing huge changes along the way. Particularly, the Principled BSDF, Voronoi Texture and Noise Texture nodes will work with this version of Verge3D.
3ds Max-specific
A new demo called Scroll Animation is available which shows off how 3D scene can be interacted with via page scrolling. We recorded the first part of the new tutorial series with others coming soon!
The rotational animation of cameras and lights now properly work with Verge3D.
Puzzles
We revamped the recently introduced puzzle drag rotate, which now properly determines the pivot point. Also it now offers a world option for space. Thanks to pointing out to this issue on the forums.
The get/set prop puzzle from the HTML category obtained new options: min, max, and step. You can use these with numerical, date and range inputs to handle values provided by the user. For example, the snippet below attaches an input field to the cube, which only accepts numbers from 0 to 5 with the step 0.1.
We also added missing loop and muted properties to the get prop puzzle for consistency with set prop.
The puzzle get URL data obtained a new option: page name. You can use it in a multi-scene application where scenes are embedded into the main HTML file as iframes, to detect what scene the user currently interacts with.
The event puzzle from HTML category obtained a new option: message, while its counterpart puzzle, get event property, now has data as a new option. As a result, these puzzles can now be used to handle incoming messages from another page, possibly located on a different host.
We moved the in parent doc field for bind/unbind element and draw line to the edge of these logic blocks for consistency with the rest of HTML puzzles.
Bloom effect revisited
We reworked the bloom effect to improve it in many ways:
- no more black artifacts when using large radius values
- reduced squarish halo quite a lot
- got rid of ugly flashing pixels which caused by some extreme settings
- tightened the limits in the bloom puzzle to disallow inadequate values.
More improvements
We refactored the CSS code used internally by the engine, making it easier to override it by custom code or Puzzles.
We improved the template for creating mobile apps and updated docs on mobile app development. We also updated the User Manual: the sections on App Manager, Personalizing Applications, and some reference pages on Puzzles.
Bug fixes
We fixed a regression in our WordPress plugin so that it now properly works the load data puzzle again. Thanks for reporting this on the forums.
2023-10-16 at 7:02 am #67643Yuri KovelenovStaff2023-10-17 at 4:15 pm #67678kdvParticipantWe revamped the recently introduced puzzle drag rotate, which now properly determines the pivot point.
Actually, not as properly as expected…
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.
2023-10-18 at 9:28 am #67681kdvParticipantWe supported all options from the Owner drop-down of Blender’s Limit Location constraint in case you need them.
As I see, it works pretty good with
World space
andCustom space
(with a target) but it doesn’t work withLocal space
.It looks like
Local space
is meant not for an object itself but for its parent. This logic is a little different from that in Blender…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.
2023-10-19 at 4:20 am #67696PhotonCraftCustomerCustom loading Icon feature is really needed.
good to see more UI integration.
thanks!- This reply was modified 1 year, 2 months ago by PhotonCraft.
2023-10-19 at 1:05 pm #67709kdvParticipantCustom loading Icon feature is really needed.
They in S8S should add a possibility to set width and height for custom icons.
Or the App Manager should read those values from added images automatically.
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.
2023-10-26 at 10:28 pm #67961xeonCustomerAdding the preloader logo height and width to the UI would be a great addition as well as background color.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2023-10-26 at 10:30 pm #67962xeonCustomerBased on the comment ” ☞ drag rotate puzzle working better” I am hoping it gets even better soon…as there are similar issues as we had before.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2023-10-29 at 5:36 am #68026Malcolm OCustomerExciting! Will the event message feature allow us to use something like Framer for the UI and have it work with an embedded iFrame now?
2023-10-29 at 10:15 pm #68055kdvParticipantIf you know how to send messages from a parent document to documents in frames then yes, you can use Framer (and you could do it without puzzles). Otherwise
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.
2023-10-30 at 7:25 am #68065Yuri KovelenovStaffAdding the preloader logo height and width to the UI would be a great addition as well as background color.
will do!
2023-11-17 at 11:01 am #68613Oliver WeingartenCustomerHello there,
Images larger than 120px are cropped?Trying to get it working but no luck by now. Getting weird results. What am I doing wrong?
Thanks.
Cheers;
oliver- This reply was modified 1 year, 1 month ago by Oliver Weingarten.
2023-11-17 at 11:14 am #68615kdvParticipantUpdate to 4.5.0 release and make sure that
v3d.js
in your app’s folder is also 4.5.0.Images larger than 120px are cropped?
in versions less then 4.5.0pre2 – cropped, in 4.5.0 pre2 – downscaled to 120px, in 4.5.0pre3+ it should work properly.
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.
2023-11-22 at 5:27 am #68728CrunchCustomerSo what exactly does “preliminary support for Blender 4.0 beta and 4.1 alpha” now mean?
Usually I like to stay with stability and wait a bit before I go to upgrade.. unless there is something really really cool in the latest version.
I jumped to upgrade my verge on the new drag-move puzzle (double thumbs up there).
But now, after dipping my toes into the new Geo nodes in Blender, I NEED more! I currently use Blender 3.4 (the grumpy old man on splash screen is actually me), is it safe to jump to Blender 4.0?
By that, I mean does the latest Verge all work with core blender stuff? 4.0 looks like a big change so little nervous about upgrading.
I don’t plan on really utilizing any of the new Blender features in my Verge work, and any geo node stuff will be for shits n giggles inside of Blender – at the most, maybe instance them into real meshes for use in a Verge project.
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