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Alexander Kovelenov

Forum Replies Created

Viewing 15 posts - 76 through 90 (of 1,367 total)
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  • in reply to: materials: has this changed in 4.6? #75690

    I’m not saying that you should add DRACO geometry compression because you won’t do it ))) I’m asking why did you remove DRACO extention recognition? It was working fine but you broke it

    I can surely understand your frustration on this, however we have quite limited resources and basically have no other options but to remove the features what we have no intention (or time) to support. Basically all the stuff inherited from Three.js which is not in direct use for most of our users will be removed sooner or later. This is how we see the future of Verge3D.

    Soft8Soft Tech Chief
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    in reply to: materials: has this changed in 4.6? #75689

    It would be nice if in future versions we could decide ourselves what mesh attrs could be optimized: the optimized mesh attr. version is comparable with a plain glb in filesize (696kb uncompressed, 219 kb with xz compression). Too bad it’s not compatible with v3d pbr shaders with maps.

    This optimization is basically removal of Tangent attributes (needed for normal mapping) which require 4 additional float values per vertex. Perhaps we should consider making per-mesh setting instead of the global one. For now I might suggest making two scenes: one with normal mapped shaders and models which require tangents. Another which don’t require them.

    Soft8Soft Tech Chief
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    Hi,
    We’ve spent a lot of time refactoring Puzzles to make solid APIs for plugin developers. Now this work is almost complete and we could continue working on features! Stay tuned!

    Soft8Soft Tech Chief
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    in reply to: materials: has this changed in 4.6? #75679

    We usually don’t recommend mixing Verge3D-based assets and standard glTF into the same app, since such configurations cannot be properly tested. Also, the excessive size might be due to the fact that most Verge3D assets include an HDR map which cannot be compressed efficiently (you might remove it though).

    Regarding DRACO, IMHO this format can’t be considered as a silver bullet for all possible usage cases. See comparison we did some time ago.

    Soft8Soft Tech Chief
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    in reply to: exec HTML puzzle #75631

    Hi,

    This is not how it works. HTML code can’t be simply executed, it should be put as innerHTML property of some other element.

    For more info you might check out our tutorial series on HTML puzzles.

    Soft8Soft Tech Chief
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    in reply to: materials: has this changed in 4.6? #75630

    Hi,
    In general glTF-compatible option should not be used if you have no intention to export to fully-glTF-compatible assets.

    Perhaps the issue is with UV maps or tangents missing due to optimizations. In the first case, verify that the source and target meshes have the same amount of UV maps (preferably with the same order and names). In the second – try to disable “Optimize Mesh Attributes” in export settings.

    Soft8Soft Tech Chief
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    in reply to: Dynamic Text Geometry #75600

    Hi, adding this task to our TODO list as priority. Hopefully the issue will be fixed before 4.7 release.

    Soft8Soft Tech Chief
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    in reply to: Error to create new app (Blender to Verge 3D) #75107

    Hi immuna,

    Looks like you have no access rights into the application folder :-)

    You might check out the app manager settings to see where it’s located and change to something else.

    Soft8Soft Tech Chief
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    in reply to: gtaoVisible #75091

    Thanks, could you please provide the Blend file as well?

    As for gtaoVisible you can try to enable it manually with the code:

    app.scene.traverse(function(obj) {
        if (obj.material)
            obj.material.gtaoVisible = true;
    });

    Just use the “exec script” puzzle to run it.

    Soft8Soft Tech Chief
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    in reply to: gtaoVisible #75089

    I see, could you please provide a minimal scene which reproduces this behavior so we can check ourselves?

    Also Alexander: is there a way to control or change this parameter, either in Blender before the gltf export, or programmatically with some javascript? I don’t see any reference to this parameter in the developper reference…

    The option is assigned on all materials which have “Alpha Blend” mode. This is done during glTF export.

    Soft8Soft Tech Chief
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    in reply to: gtaoVisible #75078

    Hi David,
    This property is used to disable GTAO on materials with blend transparency… because of the artifacts it causes. The regular materials should work just fine.

    Soft8Soft Tech Chief
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    in reply to: “On Event” puzzle “submit” option? #75031

    Finally, “submit” is now part of the “event” puzzle. See here.

    Soft8Soft Tech Chief
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    in reply to: email form #75030

    In Verge3D 4.7 this feature can be done much easier. See here.

    Soft8Soft Tech Chief
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    in reply to: webflow form not submitting #75029

    Starting from Verge3D 4.7 you can also submit forms via WordPress plugin.

    Soft8Soft Tech Chief
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    in reply to: password protected output #75022

    Hi,
    You might use new features provided by Verge3D 4.7 pre2, namely modal dialog elements (with forms) which will prevent user interaction till the proper password will be entered by the user.

    Soft8Soft Tech Chief
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Viewing 15 posts - 76 through 90 (of 1,367 total)