Forum Replies Created
-
AuthorPosts
-
2024-11-16 at 5:20 pm in reply to: Optimizing a model with Instances and Data Transfer Modifier #78839adamabrCustomer
Interesting, I’ll look into that. I guess I was assuming making linked duplicates creates instances meshes?
2024-11-16 at 4:40 pm in reply to: Optimizing a model with Instances and Data Transfer Modifier #78834adamabrCustomerHahah! 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.
2024-11-15 at 5:53 pm in reply to: Optimizing a model with Instances and Data Transfer Modifier #78824adamabrCustomerExample:
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 KBOnly 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?
adamabrCustomerThanks for the answers! Baking the texture and enabling Anisotropic filtering did the trick!
/Adam
adamabrCustomerThis is always fun to read! Thanks!
adamabrCustomerI 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!
adamabrCustomerI 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.
adamabrCustomerThanks for the input!
That sounds like a great idea masj! I’ll have to try that!
2024-08-05 at 10:20 pm in reply to: First person camera controls + when clicked puzzle problems #76408adamabrCustomerInteresting 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?
2024-08-05 at 10:12 pm in reply to: First person camera controls + when clicked puzzle problems #76406adamabrCustomerAll I see when clicking the fullscreen button is that the HTML layer is no longer visible. What are you getting at?
2024-08-05 at 10:02 pm in reply to: First person camera controls + when clicked puzzle problems #76404adamabrCustomerThanks 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.
adamabrCustomerFinally! Great work, and thank you!
adamabrCustomerThat 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.
adamabrCustomerThanks 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,
AdamadamabrCustomerThank 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.
-
AuthorPosts