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donalffonsCustomer
Hi Yuri,
thanks for helping out. Visibility: hidden seems to do it for me. Would be great if you could find a fix for this issue in a future version of Verge3D. ThreeJS doesn’t seem to have this issue.
-Sebastian
donalffonsCustomerThank you, that helps a lot!
donalffonsCustomerOne more problem: If I have ambient occlusion turned on, then I cannot enable a transparent background any more with:
app.scene.background = null; app.renderer.setClearColor(0x000000, 0);
The background will be black. It works if AO is disabled.
Do you know any workaround for this?
donalffonsCustomerThank you, Sir! That does the trick.
donalffonsCustomerHi Ivan, thanks a lot for your explanation!
I don’t find that option you mentioned. Here is how the render settings look like for me (still using Verge3d 2.3.1)
Maybe I just have to update to the new version?!
donalffonsCustomerPerfect, thank you for you response! I will try it ASAP. By the way, it would be helpful if there was a documentation about the MeshNodeMaterial, mentioning this.
Thanks again!
-SebastiandonalffonsCustomer…I can even delete the complete node graph without any changes and complaints:
Therefore it doesn’t seem like the nodeGraph is touched anywhere.donalffonsCustomerI made a simplified test scene (download)
The cube on the left has Emit = 1, the one on the right has Emit = 0.The following code does nothing
donalffonsCustomer…I did a bit more digging and found that the extended material node seems to live here:
`window.v3dApp..scene.children[0].children[5].material.nodeGraph.nodeInfo’
But changing the values doesn’t do anything to the looks of my material. Do I have to call some kind of update function to get this to work?donalffonsCustomerThanks you so much! :)
donalffonsCustomerAre you kidding me? It took 5 days from me requesting text annotations until they are implemented?! Holy cow.
Kudos, Sir.
It would be great if you could also adress the performance issue, that I sent via mail :).
donalffonsCustomerThank you for clarifying, Yuri. I will take another shot at making Bloom work without importing ThreeJS.
donalffonsCustomerUpload failed. Download link for simplified (second) example: https://donalffons-interface.s3.amazonaws.com/Verge3D/ThreeJSFail/ThreeJSFail.zip
donalffonsCustomerGreat move to go with ThreeJS! Bloom is working after a few lines of code.
I hope it becomes a checkbox and a bunch of dials in the future, though :)
donalffonsCustomerThanks, Yuri, I will look into that.
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