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Alexander KovelenovStaff
Finally fixed in stable Verge3D 4.7
- This reply was modified 6 months 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 6 months 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 6 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.
Alexander KovelenovStaffAlexander KovelenovStaffWe 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.
Alexander KovelenovStaffHi,
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.
- This reply was modified 6 months, 3 weeks ago by Alexander Kovelenov.
Alexander KovelenovStaffHi,
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.
Alexander KovelenovStaff -
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