We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

adamabr

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 25 total)
  • Author
    Posts
  • in reply to: VR Teleport and Snap Turn Puzzle – If you need it #79500
    adamabr
    Customer

    Ah, that is a slick solution kdv. Some of my thoughts wandered in that direction, nice to see it working. I liked how I did not need an extra object in the scene the way I did it, but it requires and extra transformation of the camera which you avoid.

    Good to have options.

    I like how your solution does not move the camera control object at all. I also find your solution for activating snap turn on both left and right movements in one puzzle to be cool.

    in reply to: VR Teleport and Snap Turn Puzzle – If you need it #79498
    adamabr
    Customer

    Here is the updated version that correctly offsets the camera control object during teleportation. Now you can move freely in physical space and still snap turn and teleport just fine!

    in reply to: VR Teleport and Snap Turn Puzzle – If you need it #79497
    adamabr
    Customer

    Ah, good catch kdv! Moving in physical space does not move the camera control object. Rotating the camera control object causes off-axis rotation for the VR camera.

    After some pondering I came up with a solution for this by offsetting the camera control object after the rotation by the difference in active camera position. Works great!

    Next I’ll also add this offset to the teleport function so that the user always lands on the teleported location rather than the camera control object landing there.

    in reply to: VR Teleport and Snap Turn Puzzle – If you need it #79474
    adamabr
    Customer

    Should probably mention that the teleportation mode is activated by moving the joystick forwards or backwards and squeezing makes you teleport.

    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 month, 1 week ago by adamabr.
    • This reply was modified 1 month, 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.

Viewing 15 posts - 1 through 15 (of 25 total)