Home › Forums › General Questions › WebP image support
- This topic has 11 replies, 6 voices, and was last updated 4 years, 5 months ago by GLiFTeK.
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2020-07-01 at 4:25 pm #29484webCustomer
Can verge handle WebP images? Would help reducing file size even further.
2020-07-01 at 4:39 pm #29486Yuri KovelenovStaff2020-07-01 at 6:12 pm #29488jemCustomerI like webp, but I think that platform support is an issue right now. Specifically, Apple does not support it and Blender does not support it.
If I can ignore the issue with Blender and just focus on the browser, the image codecs are not part of Verge3D. The browser vendors supply the png, jpeg, and webp codecs. Apple is planning to include the webp codec in the next major OS update (making Apple 10 years late to the webp party).
Maybe we could use the feature detection puzzle in Verge3D to detect if we are in Safari-land and serve up jpg textures when needed and webp when not? It would be an interesting experiment.
I could see webp being useful for the high-detail base-color texture maps.
Jeremy Wernick
2020-07-01 at 8:04 pm #29491jemCustomerOk, I had to try it. I made a scene with a webp texture. It works in Chrome. It does not work in Safari.
Blender does not support webp, so my object starts with a low-resolution jpeg texture (which is supported by all platforms). Puzzle logic then sniffs the browser. If the browser is Safari, it swaps in a 2K jpeg. If the browser is Chrome, the puzzles swap in a 2K webp.
I did try this setup without the browser sniffing. In that case, Safari refused to apply the webp image. So, sniffing is required.
Both the park_2k.jpg and the park_2k.webp were produced from Gimp using the 95% quality setting. The webp is about 16% smaller. I can only presume that they are of similar quality.
Here is a test link:
https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:2ae2540421/ext/verge3d_applications/webp_test/webp_test.htmlJeremy Wernick
2020-07-02 at 3:18 pm #29565Yuri KovelenovStaff2020-07-02 at 5:00 pm #29593illussimoCustomerThanks, Jeremy, you for sharing this. I use 4K textures for my environment spheres so it might be helpful to use webP. I’ll give this a try.
Simone2020-07-07 at 7:37 am #29742webCustomerThx for the detailed testing. Will also give a shot.
2020-07-07 at 1:40 pm #29769GLiFTeKCustomerThat’s kick-ass that you went and explored that concept with success. It looks great on my phone. I just now saw an earlier post on WebP and was reminded that I had was gonna start using it, so spent a good 20 min reading forums to find the Photoshop plugin and then found this thread…you saying apple didn’t support..awww… But then hey … Just detect and use it where it can.
I’m definetely going to apply this in projects from now on.
Just as much a healthy trade off as. Disable rendering, L.O.D. and sniffing of post processing is viable.Taking it further I’ve got two completeeeely different GUI’s for desktop web and mobile.
Still, … wonder if apples doing it just to sup m snub their major competitor or if it’s Flash reDeux
P.s. probably obvious and I know it’s a test but you could also have the material be the 2k default jog, then if not safari, go to webP, removing one puzzle
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plz share Discord link & on your signature!2020-07-07 at 3:15 pm #29776jemCustomer@GlifTek, thank you for the great feedback.
There is a reason that I load the scene with a low-res JPG texture. If I start the scene with a 2K JPEG and then do the sniff-and-swap for WebP, the scene ends up loading two 2K texture maps on Chrome. On Chrome, the scene first loads the 2K JPEG and then loads the 2K WebP. I don’t think that there is a way to prevent the Verge3D engine from loading the initial texture. The initial texture is specified in the .gltf file. I was concerned about the load time. For a single texture on a single object, this time penalty is probably irrelevant. If we had to do this sniff-and-swap on many objects, the time penalty perhaps justifies using a low-res starting texture, but we would need to benchmark this scenario to determine the best strategy. Thanks again.Jeremy Wernick
2020-07-07 at 4:09 pm #29777Alexander KovelenovStaffI really like the format but we’ll have to wait until:
1) WebP is available in the stable Safari (both on desktop and mobile).
2) WebP supported in Blender.It looks like both of these tasks are close to being complete
2020-07-07 at 7:03 pm #29786GLiFTeKCustomercool.. blender seems to still have it low on priority but can just replace texture in verge.
safari’s all good with newest ver so that’s awesome.
now… here’s a request… wink wink.. have the is feature available detect VERSIONS?! because detecting safari wouldn’t mean its the latest with webp support. so even harder to tell now.. kinda can’t use that as a litmus test then..
eh.. patience i guess.Visit the GLIFTEK Verge3D Plugins Store!
GLIFTEK.com for Plugin Documentation & LIVE DEMOS!
LIKE The GLIFTEK Facebook Page for updates!
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plz share Discord link & on your signature!2020-07-08 at 11:16 am #29818GLiFTeKCustomerJim,
What I just read you say, was what had just now occurred to me so I came to say it hah.Another thing. For place holder insures I always use a blender-generated 1px by 1px blank black no alpha jpg.
Yea I just got done playing with three WebP Photoshop save plugin, and wow, flawless and sharp with alpha at like 1 something K for a 512×256 menu text graphic.
Dang Apple wth a worm in it.
Visit the GLIFTEK Verge3D Plugins Store!
GLIFTEK.com for Plugin Documentation & LIVE DEMOS!
LIKE The GLIFTEK Facebook Page for updates!
Join the Verge 3D Discord Server!
plz share Discord link & on your signature! -
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