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cbostonCustomer
Just sent it. Thanks!
cbostonCustomerI setup a standard project and used the puzzles but unfortunately the same result with the durathane materials.
On another note, even the materials that work seem to have different brightness from 3DS Max Sneak Peek to the actual exported version. See attached. Although that may be really just be due to some caching as we see it inconsistent between different PCs
cbostonCustomerThe Sneak Peek of just the durathane swatches looks fine as it does by itself in the app:
[removed link]That same durathane glTF looks fine in combination with the 2.11.1 base model
[removed link]Then in combination with the 2.14 model it has the issue
[removed link]I’ve updated the app to use
appendScene
and without the swatch planes invisible so you can see it to the left of the chair.My artist mentioned it could be related to a gamma issue which he is going to look into.
cbostonCustomerHey, I’m back :)
Unfortunately, after I got our model working using the method above I had our 3D artist re-export the chair in the latest 2.14 version from 3DS Max and its caused the “durathane” material to not display at all now. Another concern our artist had is some emission maps he had in there are displaying much more vibrant than the previous version. Seems like maybe somewhere changed with how the saturation works? He previously had exported using 2.11.1
I’ve tried with the
_updateSceneCubeUVEnv
solution mentioned above and with usingappendScene
and both give the same results.Any ideas what could be going on?
[removed link]
Thanks!
cbostonCustomerGot it, thanks for your help!
Which dashboard do you mean for finding the source code? The App Manager? I’m not able to find it there.
cbostonCustomerMy only issue with appendScene is I do not actually want that scene to appear on screen. I just need the materials inside it to be able to apply to the geometry from the original base glTF.
Looking at what appendScene does however led me to discover the
_updateSceneCubeUVEnv
function. Simply including that in my loader callback seems to have fixed my issue. Do you see any issue with me calling that directly? Attached a shot of it in context.Also, is it possible for me to see the v3d.js source code unminified? I was able to figure out the appendScene logic but it would be nice to see the full code.
Thanks!
cbostonCustomerThanks for the reply.
The multiple entries in the Network tab are related to our hosting architecture where the app requests a file from API and it then 301 redirects to the actual file location. I’ve updated that link to temporarily use the direct file url but the issues still occur.
Previously I posted here asking about if you were able to put the v3d.js on NPM to make it easier to stay up to date. Were you able to do this yet? In the mean time I grabbed the 2.14 version and its now using that.
We are not using any Puzzles for this app but just directly interacting with your V3d.js library.
I’m using
v3d.GLTFLoader()
to load in the separate files. To apply the material I’m using thescene.getObjectByName
and then just doingobj.material = newMaterial
.Is that all correct?
cbostonCustomerGreat, thank you! Do you have any general timeline for it?
Like I said my app is working fine just using the v3d.js so this really is out of concern for keeping it up to date easier.
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