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2024-08-05 at 10:02 pm in reply to: First person camera controls + when clicked puzzle problems #76404
adamabr
CustomerThanks 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.
adamabr
CustomerFinally! Great work, and thank you!
adamabr
CustomerThat 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.
adamabr
CustomerThanks 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,
Adamadamabr
CustomerThank 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.
adamabr
CustomerNice 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
adamabr
CustomerSome 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 6 months, 4 weeks ago by
adamabr.
2024-07-18 at 4:09 pm in reply to: Performance info – System Material – MeshDepthMaterial – 14.8ms #76052adamabr
CustomerThank you Yuri! Good to know!
adamabr
CustomerThanks 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) #75684adamabr
CustomerThanks 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?
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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) #75680adamabr
CustomerXeon: 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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This reply was modified 6 months, 4 weeks ago by
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