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Branden CokerCustomer
Thank you Mikhail; these are good tips. I do employ those techniques in order to control bloom. I just often wish I had finer control over the effect.
Branden CokerCustomerThanks Ivan! My actual shader is a little more involved. I only simplified it to report the bug. I’ve just removed transparency for now. I’ll update the app when the next version of Verge is available. Thanks again for the fast fix!
Branden CokerCustomerIvan, that’s great. Just tested it here and it’s working as expected with both use cases; sphere in motion and empty in motion. Thanks for the fast attention!
Branden CokerCustomerOkay, I no longer get errors when exporting glTF with an object in the Texture Input node. Nice work on that fast fix. However, I am not seeing the results I’d expect once the model is in Verge. If I use an empty as the texture object and then animate that empty, the texture should animate with the object. Like so:
Currently the texture does not animate in Verge at all.
Then I tried animating the object (sphere) instead of the empty. The result should be that the sphere moves through the texture. I get this result inside of Verge:
It’s as if there is some delayed movement on the gradient when it shouldn’t move at all in this case.
Branden CokerCustomerNice work. Congrats!
2020-03-04 at 6:35 am in reply to: Orbit cam autorotate webGL error and textures missing on iphone X #24228Branden CokerCustomer3.0.0pre3 does appear to fix the black model problem we were experiencing on older iOS versions. We’ve now tested this page successfully after updating it to pre3:
https://www.ifm.com/us/en/us/learn-more/temperature/tcc/tcc
We’re working on updating our other app now.
As for the export errors I mentioned, this seems to be related to the texture input node when selecting an object as the input. I posted details on that issue here:
Branden CokerCustomerThank you for elaborating on this Jem. I agree, this example I’m currently working on is pretty tame. Some of the projects we have queued up though will be much larger models with more shaders. I’m just trying to start implementing good practices going forward so that we don’t hit any performance issues.
Thanks again!
Branden CokerCustomerJust now getting around to try out this feature. Appears to be broken in 3.0.0pre3. Uploading a file here that exhibits the problem. Try to export the glTF and you’ll get a list of errors. Remove the item from the object selection on the texture coordinate node and it will export fine.
Attachments:
You must be logged in to view attached files.Branden CokerCustomerThanks Ivan! Looking forward to it.
Branden CokerCustomerThank you for looking at that Yuri. I’ll try to keep all of this in mind as we continue to develop Verge content.
The one suggestion I think I’d have the most difficulty with would be limiting shaders and changing variations with puzzles. This would make for a difficult look dev process I would think. Does anyone here use this approach? If so, any suggestions on how best to work that way? I’m not even sure how to use separate properties for shaders that are shared among different mesh objects.
2020-03-02 at 9:31 pm in reply to: Orbit cam autorotate webGL error and textures missing on iphone X #24130Branden CokerCustomerAnother update: I was able to update the Verge application by creating a new application and replacing the models with the relevant files.
The problem is now I’m getting a ton of node errors that all say to reexport the scene. Which takes us back to the problem I posted earlier; can’t export the scene currently from 2.82 using pre3.
The good news is that all of the shaders are now appearing in older versions of iOS.
http://localhost:8668/applications/TCC%20rev-2/hippo_test.html
2020-03-02 at 4:56 pm in reply to: Orbit cam autorotate webGL error and textures missing on iphone X #24121Branden CokerCustomerHi Yuri, I’m having some strange issues with this application. When I attempted to update the app with pre3, I got the usual dialog to choose which documents should be updated. After clicking OK nothing appeared to be updated (same file modified dates).
I then attempted to re-export the gLTF files, but I got a series of errors from Blender (2.82), and no file was written. Later I tried to update the files again in the application manager and I got an error stating “Missing app update information.”
I’ve been using 2.82 and pre3 for most of last week on other projects, and everything seemed to be working fine.
Here are the errors that Blender returned:
V3D-WARNING: Object "incoming data" has a non-identity parent inverse matrix. Creating proxy nodes. V3D-WARNING: Object "outgoing data" has a non-identity parent inverse matrix. Creating proxy nodes. Traceback (most recent call last): File "C:\Users\uscokebr\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\verge3d\__init__.py", line 140, in execute return gltf2_export.save(self, context, exportSettings) File "C:\Users\uscokebr\AppData\Roaming\Blender Foundation\Blender\2.82\scripts\addons\verge3d\gltf2_export.py", line 134, in save sort_keys=True, ensure_ascii=False) File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\python\lib\json\__init__.py", line 238, in dumps **kw).encode(obj) File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\python\lib\json\encoder.py", line 199, in encode chunks = self.iterencode(o, _one_shot=True) File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\python\lib\json\encoder.py", line 257, in iterencode return _iterencode(o, 0) File "C:\Program Files\Blender Foundation\Blender 2.82\2.82\python\lib\json\encoder.py", line 179, in default raise TypeError(f'Object of type {o.__class__.__name__} ' TypeError: Object of type Object is not JSON serializable location: <unknown location>:-1 location: <unknown location>:-1
Update: I was able to get rid of the two warnings in lines 1 and 2. I just changed the parenting of those items (deleted two empties). The other errors remain.
Branden CokerCustomerThank you Ivan. This one is causing me problems on my current project. Let me know if you need a sample file or anything from me.
Cheers,
BrandenBranden CokerCustomerThat’s not what I’m seeing. I get the checker background in puzzles view. Then I enable the puzzle driving rotation value in my shader. That’s when the environment appears (no more transparency). I’m also having a similar issue with the Bloom post effect enabled. There I get a black background instead of transparency. Both problems appear in the web application just the same as they do in Verge.
2020-02-25 at 1:58 pm in reply to: Orbit cam autorotate webGL error and textures missing on iphone X #23882Branden CokerCustomerSounds good, thanks Yuri!
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