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adamabrCustomer
Finally! 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.
adamabrCustomerNice to see some interest
I have started to implement a grass shader using shell shading.
Just like Acerola does here: https://www.youtube.com/watch?v=9dr-tRQzij4
Seems very promising so far!
Will share when I’ve come a little further.
/Adam
adamabrCustomerSome interesting new things. I found this excellent resource from SimonDev that talks about how grass is rendered in AAA games. Very inspiring and his demo seems to run smoothly on both mobile and desktop devices. This seems much more promising.
Video: https://www.youtube.com/watch?v=bp7REZBV4P4
Live demo: https://simondevyoutube.github.io/Quick_Grass/
However, it uses GLSL shaders in Three.js. Since Verge3D builds on top of Three.js I imagine it should be possible to do something similar. Going off to try this myself.
If anyone has experience incorporating GLSL shaders in Verge3D apps I’d be happy to hear your thoughts.
Thanks,
Adam- This reply was modified 5 months ago by adamabr.
2024-07-18 at 4:09 pm in reply to: Performance info – System Material – MeshDepthMaterial – 14.8ms #76052adamabrCustomerThank you Yuri! Good to know!
adamabrCustomerThanks for the quick response! Is there any way to show the FPS counter without using the (F,F,F) command. I can’t do that when I have a HTML wrapper on my Verge3D app.
2024-06-29 at 6:36 pm in reply to: Banding artifacts despite enabling dithering (Blender & Verge3D) #75684adamabrCustomerThanks for looking at it Xeon! Though I find that odd. Why would the source image’s banding have anything to do with the gradient texture? What’s shown should only be the gradient texture.
As a proof one can completely remove the HDRI image and just use the gradient in the background shader. Same banding happens. That makes me think this is independent of the HDRI used.
What do you think?
Attachments:
You must be logged in to view attached files.2024-06-29 at 5:48 pm in reply to: Banding artifacts despite enabling dithering (Blender & Verge3D) #75680adamabrCustomerXeon: Here is a simple project that has the background and dithering as well as HDRI rendering enabled. Project file (Dropbox)
Visualizer: Are you referring to material properties? Can’t find that for the world shader specifically.
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