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Alexander KovelenovStaff
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.- This reply was modified 4 months, 3 weeks ago by Alexander Kovelenov.
Alexander KovelenovStaffHi 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!
Alexander KovelenovStaffAlexander KovelenovStaffHi,
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)Alexander KovelenovStaffAlexander KovelenovStaffFinally fixed in stable Verge3D 4.7
- This reply was modified 4 months, 4 weeks ago by Alexander Kovelenov.
Alexander KovelenovStaffHi, we just released Verge3D 4.7 which supports this version of Blender. Also follow Blender 4.2 migration guide for more info.
- This reply was modified 4 months, 4 weeks ago by Alexander Kovelenov.
Alexander KovelenovStaffAlexander KovelenovStaffAlexander KovelenovStaffHi Emre,
You mean you need to render an HTML page to a texture inside your 3D scene? If so, please check out the HTML Mixer demo in Verge3D Asset Store.2024-07-10 at 7:43 am in reply to: When I enter augmented reality, I appear in a 3D model. I can’t solve this problem in any way. help #75816Alexander KovelenovStaffAlexander KovelenovStaffHi,
The scene looks quite optimized, however some things can be improved.
1) There are 3 narrow textures of 16384 pixel size which might not work very for some hardware configurations. Try to reduce them to 8192.
2) IBL map is 512 px size, you can safely reduce it to 256 px.
3) It appears you set native screen resolution for your canvas… this is OK for most desktops, but really an overkill on mobile devices which tend to have displays with higher pixel density.
Alexander KovelenovStaffHi,
Check out Verge3D 4.7 pre2 with new Puzzles which allow sending order forms without reloading the page.- This reply was modified 5 months, 2 weeks ago by Alexander Kovelenov.
Alexander KovelenovStaffI’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.
Alexander KovelenovStaffIt 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.
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