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dragosburian

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 70 total)
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  • in reply to: Boolean operations with multi material objects #78518
    dragosburian
    Customer

    Hello Yuri,

    Is there any update as to when this function would be added to Verge? :)
    KDV, can you please re-share the example link? It seems to have expired.

    Kind regards,
    Dragos

    in reply to: Blender global texture coordinates #55759
    dragosburian
    Customer

    Hello,
    I made a simple example with the issue. Also I have pasted an image of how it work in blender if I copy the element and rotate it by 10 degrees each time, just like how it happens in verge(only that in verge it looks that it repeats). Thank you!

    Attachments:
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    in reply to: Verge3D 4.1 pre2 available! #55006
    dragosburian
    Customer

    Good work.
    Mendet has little left to do
    The Ambient Occlusion bug is not fixed.
    It applies to mobile devices, have tested chrome and firefox on a samsung galaxy s20 +5G.
    Every phone I’ve tested on has had this bug.

    Then it would be good if it was possible to get better anti-aliasing over layers like sketchfab has.

    If you can get this working, it’s easily the best product for web 3D

    Keep up the good work you are doing.

    // Patrik

    Having the ability to select AO grade would be a great addition to Verge that I am sure many users would enjoy!

    It would also touch a request multiple users(including me) have been making about improving the AO (https://www.soft8soft.com/topic/areas-with-ao-have-much-higher-aliasing/).

    in reply to: Areas with AO have much higher aliasing #53654
    dragosburian
    Customer

    Hello Mikhail,

    For our use case we have 26 scenes, with around 500 objects in the scenes, which depending on users’ input can be combined (the scenes, and the objects within). Items scale,move, morph, appear/disappear depending on each selected situation. The number of combinations is literally in the millions. Baking AO is absolutely impossible in our use case(and we have other similar use cases present and future), both because it would take a LOT of time, and also technically because loading so many maps would use too much Vram on users’ devices. For instance, we can have a post that can have house numbers on it from 1 to 9999, we can’t make 10000 AO maps for that :).

    I do understand that addressing the quality of the AO is a very difficult task, but for many users it is very important and for big projects baking is out of the question.

    in reply to: Areas with AO have much higher aliasing #53608
    dragosburian
    Customer

    Baking AO is not an option when the models we make are configurable and change shape(which can stretch the AO) or add/remove models(case in which we have AO where there should not be).

    in reply to: Anti-Aliasing with AO #53411
    dragosburian
    Customer

    Nothing helps the aliasing effect when using AO.
    It is just something the Verge team will have to solve in order to keep up with the competition.

    in reply to: Verge3D 4.0 pre4 available! #52289
    dragosburian
    Customer

    Hello,
    It seems that trying to export a glb.xz results into an error, is this a known issue? Thank you.
    Dragos

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    in reply to: Verge3D 4.0 pre1 available! #49789
    dragosburian
    Customer

    Hello,

    It seems that with heavier scenes where it also appends items after loading, the entire browser freezes, unlike with verge 3.9. Is this going to be sorted by the final release?

    Dragos

    in reply to: Mac stand by with verge running lighting issue #48592
    dragosburian
    Customer

    Hi,
    Here is a PS of the specs.
    KR,
    Dragos

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    in reply to: Async loading of scenes for stable fps #47424
    dragosburian
    Customer

    Hello Alexander,

    There are 2 problems with the approach in our use case:
    1)The models we append are very complex and there are more materials to them->but the material re-assignment is sorted by me in js so that one is fixed.
    2)The appended models also have morphed objects in them, and sometimes morphing stops working or materials do not show properly on them when we assign a material that is already in the scene. The only solution I found to it is make a new material for them, but that beats our purpose since we want to make the scene lighter.

    I will do some fps testing and get back to you on the first issue.

    Dragos

    in reply to: Async loading of scenes for stable fps #47248
    dragosburian
    Customer

    Hello,
    The problem is more similar to the 2nd point, so that is why I thought about loading/preparing the scene in async from the main one.

    in reply to: Async loading of scenes for stable fps #47233
    dragosburian
    Customer

    Also of high importance, could appending scenes be done in such a manner that if the material already exists in the first scene, the second one will just use that instead of doubling it?

    Kind regards,
    Dragos

    in reply to: material morph issue #46919
    dragosburian
    Customer

    Blender

    in reply to: material morph issue #46913
    dragosburian
    Customer

    The models have morph targets and get loaded in pieces, depending on user input(so as not to load all geometry whether needed or not). Because we don’t want to load the same texture maps multiple times(appending scene makes new materials even if the same material was loaded from another appended scene), I use one scene that always gets appended to load materials, the other scenes have placeholder materials and the intention is to change those materials with the intended one from the main scene. This works with single-material objects, object with multiple materials fail to load them and turn black.

    in reply to: Areas with AO have much higher aliasing #45380
    dragosburian
    Customer

    Yes indeed I am aware of the limitations, but EEVEE does superior AA to it when stationary.

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Viewing 15 posts - 1 through 15 (of 70 total)