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D3PixelCustomer
Great to see continued improvements.
3D Animation and Web3D services - www.d3pixel.co.uk
D3PixelCustomerThanks for the quick answer Yuri
3D Animation and Web3D services - www.d3pixel.co.uk
D3PixelCustomerThanks Mikhail, that seems to work well.
3D Animation and Web3D services - www.d3pixel.co.uk
D3PixelCustomerI’ve noticed that in Eevee the shadows go half quality when you move the camera but render higher quality when the camera is static. Is that something you can do in Verge3D too?
3D Animation and Web3D services - www.d3pixel.co.uk
D3PixelCustomerGood morning Mikhail
Thanks for clarifying.
Are you saying the order in how you set the settings is important?Many thanks.
3D Animation and Web3D services - www.d3pixel.co.uk
D3PixelCustomerI am now having issues with shadows like the OP.
Eevee viewport looks great but Verge3D does not match it. After a lot of trial and error I have come to the conclusion of:
Scene scale probably has a big effect on this.
Cascade shadow Maps
Contact Shadows – No effect in Verge3D
Distribution – No effect in Verge3D
Fade – No effect in Verge3D
Cascade count – No effect in Verge 3D (huge effect in Eevee)
Max Distance – clips shadows, Eevee vs Verge3D is vastly different and not WYSIWYG.Render tab – Shadows
Cascade Size – makes the biggest difference to shadow quality. 4096 is best. This does not match Verge3D though. Also, cascade count is affected by this in Eevee only.
Cube size – does nothing
Method – does nothingThe light itself (sun)
Softness – clamps shadows – no quality improvement
———————I think the biggest decider is scene scale rather than forever trying to tweak these values for crisp, anti-aliased shadows. Eevee manages to cope with this somehow but Verge3D exports do not.
I will investigate more and try to find a process that just works and gives a best WYSIWYG workflow.
3D Animation and Web3D services - www.d3pixel.co.uk
2019-08-09 at 4:45 pm in reply to: Set Value does not work when the material is passed into a Procedure #17742D3PixelCustomerHi Guys, ok thanks.
I also found a workaround. Copy/Paste the puzzle that has the “value” you want in it, replace the actual material with the passed in material parameter (the “value” will turn red) but it still works!
Maybe this will not work for dynamic textures but if you know the material value beforehand then it will work.
Thanks anyway and look forwards to a fix.
3D Animation and Web3D services - www.d3pixel.co.uk
2019-08-09 at 11:05 am in reply to: Set Value does not work when the material is passed into a Procedure #17731D3PixelCustomerAlso, is there a Get Value “some value” from material? I can’t seem to find it.
3D Animation and Web3D services - www.d3pixel.co.uk
D3PixelCustomerNice update, just having a quick look now.
The “Set Screen Scale puzzle” is not in the “Init” tab, only in Main tab, is that intentional?
3D Animation and Web3D services - www.d3pixel.co.uk
D3PixelCustomerHi Crunch, thanks for the detailed post. Much appreciated.
#1
My request was simpler in that we don’t need to setup Blender empties or Max Dummy objects for position and LookAt targets. If we had a Tween to Camera puzzle then it would tween to that camera taking Position, Rotation and FOV into account so the Blender side of WYSIWYG to Verge3D is much quicker with less scene clutter.How you describe the camera’s is how I have been doing it already but thanks for writing it out for others who maybe wondering. One thing to note is that the Tween Puzzle will only take the LookAt’s transform the instant it runs rather than constantly so if your LookAt object is also animating then this will create undesired tween results. You can get around this by animating the camera in Blender rather than using a Tween Puzzle but the downside is that it locks view rotation while a camera is animating.
#2
I like the way you use Init for creating buttons in the puzzle editor, that is neat and great for quick prototyping. However, anything more complex than buttons requires multiple tabs open (Puzzle + index) which I think is unnecessary when the puzzle editor could house the index.html page, maybe this could be optional. The raw gltf running to the side is only useful at the most basic of projects and I would rather have my index page there so it would be a case of “Save + F5” to test tweaks to parameters. Currently I have to Save + Switch Tab + F5, it might not seem much but it is an extra step and also means you have 2 x gltf running on a system unless you close the puzzle editor tab.The fastest result would be for the runtime JS to be updated on save without having to reload the entire page but not sure that is even possible.
I can already see the need for a third monitor as it is with Code editor / Puzzle Editor / Index.html
#3 Yes you are correct, there is no property in the puzzle editor for this yet. You can do it by editing the visual_logic.js file and coding it manually but be aware this code will be overwritten each time you save in the puzzle editor.
Other
You mentioned keeping notepad handy for the init template code.
Did you know you can select a puzzle code block and right click it and save the entire (connected) block to a category that appears in the side bar called “Library”, when you next open or start a new project you can just drop in your saved puzzle blocks or move them into new tabs for cleaning up big puzzles.PS. Love the easter egg haha.
3D Animation and Web3D services - www.d3pixel.co.uk
D3PixelCustomer4. Disable mouse scroll wheel if a Tween Camera animation is playing.
3D Animation and Web3D services - www.d3pixel.co.uk
D3PixelCustomerRegarding #1, the current puzzle is awkward to use if the LookAt object is currently animating its position, even if the Camera Tween To is still animating it only gets the LookAt position once rather than constantly while the camera tween is still animating.
3D Animation and Web3D services - www.d3pixel.co.uk
2019-08-06 at 6:26 pm in reply to: Cannot find correct rendering order value, it just breaks. #17602D3PixelCustomerGreat, I have this part working now. After enabling Back Face Culling in Blender EeVee I could see where the mesh normal issues were. Fixing that with Normal Recalc Outside and Recalc Inside where it was needed and setting the correct Render Order fixed the popping issues. The fade to 0.1 also works great now that the meshes are compatible.
Thanks for the help.
3D Animation and Web3D services - www.d3pixel.co.uk
2019-08-06 at 3:16 pm in reply to: Cannot find correct rendering order value, it just breaks. #17597D3PixelCustomerHi Yuri
Thanks for the reply. I will take a look at that now.
3D Animation and Web3D services - www.d3pixel.co.uk
2019-08-05 at 4:01 pm in reply to: Cannot find correct rendering order value, it just breaks. #17575D3PixelCustomerAh, so is there no way to fade objects/materials out over time using Verge3D without backface issues? If not I will have to just do 100% Hide/Show.
3D Animation and Web3D services - www.d3pixel.co.uk
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