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Alexander Kovelenov

Forum Replies Created

Viewing 15 posts - 76 through 90 (of 1,390 total)
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  • in reply to: Shadow Clipping #76488

    Hi,
    If you’re using shadows from directional light sources, it might be the new CSM algorithm we introduced just recently. It can get your more quality shadows, however it also might require some tuning. Try to increase the Verge3D→Shadows→Cascade Margin parameter in light settings to see if it help.

    Soft8Soft Tech Chief
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    in reply to: Help with Phisics-Guide (First Person Character) #76487

    Hi, using physics to simulate character movements might require more effort (it’s more like for full-featured games). I’d recommend stick to first-person camera instead. This camera can also be easily integrated with VR controls.

    Soft8Soft Tech Chief
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    in reply to: OSL issue #76327

    I have good news. It appears the bug was not so hard to fix. We’re making a minor Verge3D 4.7.1 update on the next week, which will address this issue among other things. Stay tuned!

    Soft8Soft Tech Chief
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    in reply to: New Member – Emmanuel Katto Uganda #76325

    Hi Emmanuel and welcome!

    I suggest you to start with one of Verge3D beginner-level tutorials which are linked in the downloads section of this website.

    Soft8Soft Tech Chief
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    in reply to: OSL issue #76324

    Hi,
    OSL is a really important feature since this is the only way to make custom shaders in all 3 modelling suites we support: Blender, 3ds Max, Maya. Unfortunately, since OSL is converted to GLSL internally, some shaders might not work. I’ve linked your scene into our TODO list for further investigation. :good:

    Soft8Soft Tech Chief
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    Verge3D 4.7 added support for messaging puzzles, see here for more info.

    Soft8Soft Tech Chief
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    in reply to: AR using ARcore #76270

    There is an alternative solution based on Android Scene Viewer. It is accessible via special “intent” links. You can compose one with Puzzles:

    Unfortunately, exporting in runtime won’t work, you should provide a direct link to the loaded glTF asset (e.g from your own server or Verge3D Network).

    Attachments:
    You must be logged in to view attached files.

    Soft8Soft Tech Chief
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    in reply to: Upgrading to Verge 4.7 #76260

    Hi,

    The main issue you should be aware of when upgrading to Blender 4.2, is that some settings are moved to their new places (see here). The Puzzles should be 100% compatible with the new version though.

    The general recommendation regarding updates is the following: you should use the most recent version for new projects and keep the old one if you are in the middle of production and going to complete your project soon.

    Soft8Soft Tech Chief
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    in reply to: Higher Render call with compressed assets? #76244

    Hmm, this time render calls are the same. As for loading time this is quite normal, since Verge3D requires some time to unpack the compressed assets. This time will be fully compensated when you upload your app to a remote server. I mean there will be considerable time and traffic savings.

    Soft8Soft Tech Chief
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    in reply to: Higher Render call with compressed assets? #76240

    Hi, looks very unusual! Please verify the compressed and uncompressed scenes are actually the same.

    Soft8Soft Tech Chief
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    in reply to: Tree Instances #76191

    Hi,
    Batching puzzle makes it a single object, so the Object Info node won’t work. You might use the Position output of the Geometry node to calculate the tint.

    Soft8Soft Tech Chief
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    in reply to: Verge3D 4.7 for Blender is out! #76179

    Hi all,

    To access, do the puzzles have to exist for the project (I think some functions propagate in the visual logic file when they do), or can we just use the JS Plug object’s pzlib method without actually creating the puzzles?

    These APIs are accessible only from plugins. Yep, the good thing is that the necessary code (with all its dependencies) will be inserted to visual_logic.js automatically, once puzzles are added to the workspace.

    Speaking of Blender 4.2, why is it when I play animations in it created from previous Blender versions, the animations/meshes look grainy and a little blur, especially around the edges? Any way to remove this blur/graininess/noise?

    Unfortunately, this is how the new Blender 4.2 viewport looks like. You might try to increase shadow steps in Blender settings and/or viewport steps.

    I keep trying to update but still get the 4.70 update available in my App Manager.

    Appears that the older version is still running. What was the previous version you’re trying to upgrade from? Also, please provide info on what Blender version and what kind of OS you’re using.

    4.7 already? It looks like I have some catching up to do.

    Yep, time flies!

    Soft8Soft Tech Chief
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    in reply to: What is this error iGlobal illumination Demo #76155

    Fixed in Verge3D 4.7!

    Soft8Soft Tech Chief
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    in reply to: Server Error #76148

    Hi,

    Please tell us more about:

    1) Verge3D version

    2) OS

    3) The contents of the App Manager log:

    http://localhost:8668/log (for Blender)
    http://localhost:8669/log (for 3ds Max)
    http://localhost:8670/log (for Maya)

    Soft8Soft Tech Chief
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    in reply to: Dynamic Text Geometry #76125

    Fixed in Verge3D 4.7 :yahoo:

    Soft8Soft Tech Chief
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Viewing 15 posts - 76 through 90 (of 1,390 total)