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adamabr

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 21 total)
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  • adamabr
    Customer

    Interesting, I’ll look into that. I guess I was assuming making linked duplicates creates instances meshes?

    adamabr
    Customer

    Hahah! I’m ready to agree. Radially symmetric objects are interesting because they enabled pushing this technique to the extreme. And a file size reduction of 50% is quite impressive. In this case the object is so simple that it makes more sense to not bother, but imagine this used multiple times across a large scene. I imagine there are plenty of objects that have one or two symmetry planes. If these objects are geometrically complex, a lot of data could be saved.

    We just gotta manage those textures somehow.

    adamabr
    Customer

    Example:

    I have this bearing I want to try to optimize as much as possible.

    The bearing geometry is radially symmetric, however the texture on the front cover is not.

    I make a copy of the original and keep only one radial slice of the bearing. Then I instance this so I essentially recreate the whole bearing again.

    Shaded mode shows the issues of seams and textures.

    Adding the Data Transfer Modifier and enabling custom normals solves the normal issue.

    Adding a Data Transfer Modifier and enabling UVs solves the texture issue (in Blender anyway).

    So in Blender it looks like we have created a perfect copy this way. Let’s export to Verge 3D.

    The normals are transferred properly but not the UVs. Adding a batch geometry puzzle brings down the render calls to the same as the original version.

    A reasonable question would be if this is even relevant to do. Is it worth it? (Assuming the UVs work) Here is a comparison of file size.

    Only the original exported:

    GLTF: 11 KB
    Bin: 40 KB
    Total: 51 KB

    Only the instanced version exported:

    GLTF: 22 KB
    Bin: 3 KB
    Total: 25 KB
    Savings: -26 KB (-51%)

    So my take is that there are a lot of potential savings here if we can figure this out. What do you think?

    • This reply was modified 1 week ago by adamabr.
    • This reply was modified 1 week ago by adamabr.
    in reply to: Anti aliasing – Procedural Grid #77920
    adamabr
    Customer

    Thanks for the answers! Baking the texture and enabling Anisotropic filtering did the trick!

    /Adam

    in reply to: Verge3D 4.8 pre1 available! #77677
    adamabr
    Customer

    This is always fun to read! Thanks!

    in reply to: VR not working when puzzle window is open #76553
    adamabr
    Customer

    I use Meta Quest 3 connected via USB cable to my computer using Quest Link.

    When the puzzle editor is open in the browser at the same time as the application (running locally) I can’t enter VR mode.

    Let me know if you need to know anything more!

    in reply to: Selecting a face normal #76552
    adamabr
    Customer

    I appreciate the response David! I’ll have to look into this more as I have more time but I am happy I got some input.

    in reply to: App slowdown when hiding/showing lights #76551
    adamabr
    Customer

    Thanks for the input!

    That sounds like a great idea masj! I’ll have to try that!

    adamabr
    Customer

    Interesting find!

    But why does it work using the HTML overlay without clicking the fullscreen button when there is no “when clicked” puzzle?

    I find this to be very odd. Does the “when clicked” puzzle affect the focus somehow?

    And what workaround could I use?

    adamabr
    Customer

    All I see when clicking the fullscreen button is that the HTML layer is no longer visible. What are you getting at?

    adamabr
    Customer

    Thanks for the rapid response kdv.

    However, I’m not sure I agree. Try removing the “when clicked” puzzle and it will work both ways. I think there is something else going on here.

    in reply to: Verge3D 4.7.1 Maintenance Update #76401
    adamabr
    Customer

    Finally! Great work, and thank you!

    in reply to: App slowdown when hiding/showing lights #76358
    adamabr
    Customer

    That is true, however it does make a big difference in my scene. The only performance problem so far is when it is switched for the first time. I’d rather take a longer loading scene and have that be smooth later.

    Wonder if we have any control over this?

    I am not afraid to delve into code and mess around.

    in reply to: Shadow artefacts – suggestions #76348
    adamabr
    Customer

    Thanks for the suggestions Xeon and kvd!

    What I found:
    – AO did not affect the light leaks.
    – Changing the Sun lamp’s “Max Distance” from 200m to 40m (max distance I’d ever be away with the camera) Solved it! In general, the shadows seem more accurate.
    – Seems like best practice is to keep this as low as possible without causing other shadow issues such as the shadow not appearing when far away.
    – Another thing I have noticed is visible lines between cascades. Setting fade to 0 seems to fix this for me. Not sure what happens here but I’m happy I don’t see ugly lines all over.

    Thanks again,
    Adam

    in reply to: Realtime Foliage in Verge3D #76222
    adamabr
    Customer

    Thank you for taking your time to look into this Pavel! Very interesting to see your methods.

    I’ll share what I find from my experiments coding custom shaders.

Viewing 15 posts - 1 through 15 (of 21 total)