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AndreasResch

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Viewing 5 posts - 1 through 5 (of 5 total)
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  • in reply to: Shadows in Blender #5617
    AndreasResch
    Participant

    I see. Well – I thought I might be able to get a better results than with Blend4Web while not having to spend too much time for the conversion of my Cycles scenes. At the moment the transition still seems to be a bit bumpy. I especially was hoping for an easy implementation of refractions, but I just tried the Principled BSDF and the Glass shader and both don’t seem to be implemented yet.

    I will follow the progress of the program and give it a try again, when Cycles is supported a little better.

    Thanks for now,
    Andreas

    in reply to: Shadows in Blender #5615
    AndreasResch
    Participant

    Too bad.

    One final question. Why is the scene brighter, when I click “Sneak Peak” with Verge3D set as render engine compared to when I have Cycles set as render engine?

    Cheers,
    Andreas

    in reply to: Shadows in Blender #5610
    AndreasResch
    Participant

    Hello.

    Changing the near value doesn’t help either – I already tried that before. And baking is fine, when you have a few objects in the scene. But if there are hundreds of them, it takes way too much time and resources.

    Cheers,
    Andreas

    in reply to: Shadows in Blender #5604
    AndreasResch
    Participant

    I set the far distance pretty high already (100000000). Didn’t work either. Check out the attached scene.

    With “soft shadow” I mean a shadow like an area light would create.

    Cheers,
    Andreas

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    in reply to: Shadows in Blender #5601
    AndreasResch
    Participant

    I see. I replaced the point light with a spot light. If the spot light is close to the sphere, it casts a shadow but if I move the light away from the sphere, the shadow disappears. I’ve attached the updated scene.

    Is there a way to get soft shadows in Verge3D?

    Cheers,
    Andreas

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Viewing 5 posts - 1 through 5 (of 5 total)