Forum Replies Created
-
AuthorPosts
-
Branden CokerCustomer
Looks like Verge may not fully support something in your shader. When I load your scene and attempt to do a sneak peek, I get a black surface on the model. If I replace your shader with a principled BSDF and raise the metallic to 1, I see the exported model just fine. That said, I took a quick look in your shader groups and didn’t see what would be causing the problem. I’m sure one of the developers will chime in with some helpful info.
Branden CokerCustomerIs there an area light in your Blender scene? I don’t believe an area light will export with your glTF scene. Your Verge scene looks like it’s getting reflections from the environment, but not the light.
2020-02-21 at 9:01 pm in reply to: Orbit cam autorotate webGL error and textures missing on iphone X #23837Branden CokerCustomerWell, I just posted an edited response to this, but I guess I got flagged as pending review.
2020-02-21 at 8:56 pm in reply to: Orbit cam autorotate webGL error and textures missing on iphone X #23834Branden CokerCustomerRegarding the black model/missing environment: I’m able to reproduce it here on a second device. This one is an older iPad Air model MD787LL. Looking at this page:
https://www.ifm.com/us/en/us/learn-more/temperature/tcc/tcc
I get this result:
There are no lights in this scene. The results look to me as though the environment image is not loading. The scene linked here only has a total of three textures. I’m attaching a screen grab of my WebGL report here as well.
Branden CokerCustomerThank you Yuri. This is good to know. I managed to find another solution. I actually used Collections in Blender and the info here you shared to get it running. I’m sure the “variable value by name” puzzle will come in handy soon though.
Branden CokerCustomerJust thought of one more thing:
The ability to expand applications with large amounts of files is great. Is it possible for this view to support sub directories? My applications list is growing daily, so I’ve dropped all of the code examples into a sub directory. The current view just treats this as a single application with a ton of files. Would it be possible to expand this and see the directory for each example within?
Branden CokerCustomerLooks great Yuri! Love the new home page/applications view. The ability to specify an external application directory will really come in handy.
I’ve only used it a little bit this morning, but my first two issues would be:
- Love the dark theme, but why isn’t it applied in the puzzles view?
- I lost my custom library items after the update.
Other than it’s great.
Branden CokerCustomerGlad I found this! I’m having a similar issue, but rather than enabling outlines on a collection of objects, I’m attempting to combine text with a picked object puzzle. Attaching a screen shot here for clarity.
The picked object in this case is called “housing.” I would expect resulting text to be “outline.housing” which is the same name as my variable.
It’s not working as shown here. If I replace my create text puzzle with the “outline.housing” variable puzzle, it works fine.
Branden CokerCustomerYep. I think that would work just fine.
Alt is a reserved key on Linux May be Ctrl-Space?
Branden CokerCustomerI think Ctrl-Space would be fine!
Branden CokerCustomer@Dyznek, looks great! Thank you for sharing!
Branden CokerCustomerAh, yes, I didn’t realize that Ctrl-R was used for reload. Ctrl-A works until you give us the ability to multi-select puzzles; then we’ll want that for select-all. ;)
You could use Alt-R maybe?
You are right! Ctrl-R, however, reloads browser window. How about Ctrl-A?
Branden CokerCustomerI think Ctrl-X is a strange choice for shortcut of running the puzzles. Am I the only one that used that routinely for cutting puzzles and pasting elsewhere?
Can this shortcut be changed to something else so that cut can be restored? Maybe Ctrl-R?
2020-02-07 at 4:11 pm in reply to: v3d.js:1 v3d.PropertyBinding: Animated node not found error #23418Branden CokerCustomerThank you Ivan! That was the missing piece. Re-exported my gLTF and all is well now.
2020-02-07 at 2:27 pm in reply to: v3d.js:1 v3d.PropertyBinding: Animated node not found error #23412Branden CokerCustomerTrying out v3.0 pre1 today. I’ve updated my applications, but I’m still seeing the error.
Verge3D 3.0.0 pre1 (WebGL 2.0) v3d.js:1 v3d.PropertyBinding: Animated node not found _h {path: "Cylinder_1.material.nodeValue["Value"]", parsedPath: {…}, node: _i, rootNode: Bn, getValue: ƒ, …} bind @ v3d.js:1 getValue @ v3d.js:1 saveOriginalState @ v3d.js:1 _activateAction @ v3d.js:1 play @ v3d.js:1 processAnimation @ visual_logic.js:210 operateAnimation @ visual_logic.js:254 (anonymous) @ visual_logic.js:466 (anonymous) @ visual_logic.js:444 (anonymous) @ visual_logic.js:442 pickListener @ visual_logic.js:386
-
AuthorPosts