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gf3d

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 164 total)
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  • in reply to: Overall Saturation in the scene #80915
    gf3d
    Customer

    Thank you kdv……its good to know that its possible….

    But since i´m not a coder…and the solution seems to be coding…..

    Question…..?

    Where to code what in wich File…(I assume its the Visual Logic file)

    Thanks

    Ger

    in reply to: Verge3D 4.9 for 3ds Max, Maya, and Ultimate #80842
    gf3d
    Customer

    Hi there,

    does the new version of Verge still work with Max 2022?
    Its said that this version doesn´t support Max 2022 anymore…..

    Greets

    Ger

    in reply to: Feedback / Transparency #80794
    gf3d
    Customer

    Hi Philip,

    as I stated….Try setting the blend mode to mask….transparency is a bit difficult…especially
    when using planes with textures….with max that should do the job…..

    I normally leave Depth write and Depth Test to default…..

    I normally make the opacity map half the size of the texture map…that even works fine

    If that doesn´t work….blender maybe handles things differently

    Greets

    Ger

    in reply to: Feedback / Transparency #80742
    gf3d
    Customer

    You´ll make it…settings might different in Blender…i´m only familiar with 3DMax….

    I would also suggest to create UV Maps with a beauty pass ( with Shadows and Ambient occlusion….
    If you then make them self illuminating you dont need any light at all…..Looks far better and the loading times are far less even with big scenes as some of my Projects….( beyond 1 million
    polygons) right now i´m working on a projekt with 2,5 millions ploygons ( optimized )
    Loading time on my PC is less then 30 seconds…it worth while creating beauty textures..

    Greets

    Ger

    in reply to: Feedback / Transparency #80729
    gf3d
    Customer

    hy again,

    just make the blendmode as a mask and put some self ilumination on the material…
    that should do the job…that way its not depemding on ypur light settings…( which explains the different brightness on both sides of your objects….and kill the glossity or whatever its called in blender…..)

    Ceck my site for some samples i work a lot with transparencies…with the coorect settings it really works well

    https://www.gf3d.de/html/vr_01.html

    Greets

    Ger

    in reply to: Feedback / Transparency #80722
    gf3d
    Customer

    Hy there,

    transparency can be an issue…..
    What software did you create the 3D Data with?

    if you work with 3d Max this is what you should check.

    Make sure that the background colour of the Diffuse Image has the about same color as
    what is shown ….with the grass make it green like the grass etc…
    Also make sure thet there is no glossyness in the shader ( Best use the Legacy Shader)….just make the colours of the specular, Diffuse and Ambient channel black and play with the self illumination……
    also check the order of the transparency in the objects or better define the transparency as a mask…
    this works best with simple plane based objects as in your scene

    Greats

    Ger

    in reply to: Fake caustics #79694
    gf3d
    Customer

    Hi boing,

    i had a similar thing to solve a while ago…..

    I work with 3Dmax and in made an animated noise texture which was implemented in
    a mix texture…..one channel had the animated noise texture…..the other channel had
    the texture of the object itself…..it then could me mixed at any percentage, depending
    on how good the caustic effect should be possible……

    Verge was able to handle this quite complex shader easily, maybe you could set up a similar thing in blender

    See the result

    https://www.gf3d.de/Underwater/Underwater.html

    Greets

    Ger

    in reply to: Updated Mars Project #79194
    gf3d
    Customer

    Now that i understand a lot more about how it works…..lol….

    to Yuri……i think that the shader optimizations you guys brought into the latest version
    work well….since they as far as i understood mainly affect the legacy Materials…

    Greets

    Ger

    in reply to: Updated Mars Project #79193
    gf3d
    Customer

    Thanks…..

    in reply to: Positional Speaker Puzzle not working #79158
    gf3d
    Customer

    Thanks…it works now….even on my animated Buggy…driving around…great thing

    Greets and a nice Weekend to you and the guys

    in reply to: Positional Speaker Puzzle not working #79154
    gf3d
    Customer

    again

    Attachments:
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    in reply to: Positional Speaker Puzzle not working #79152
    gf3d
    Customer

    Hi Yuri,

    attached is a simple project…

    Greets

    Ger

    in reply to: Positional Speaker Puzzle not working #79146
    gf3d
    Customer

    No change with a rolloff factor of 0

    Yes thats why i want to use it…..its for my mars project…when the buggy drives by the camera..

    In the old version it worked well with the more complex setup for this effect….

    i dont understand why it works with your sample project but not with an even simple
    setup…..is there any connect to the unit setup im Max….I usualy work with a system and file Unit setup in CM….

    Greets

    Ger

    in reply to: Positional Speaker Puzzle not working #79144
    gf3d
    Customer

    The path of the sound file is correct…..thats not the problem….i can play the sound within the app…so its found……

    do i really only need the positional speaker puzzle to make it work?

    Greets

    Ger

    in reply to: Positional Speaker Puzzle not working #79142
    gf3d
    Customer

    the Verge virtual_reality sample does work fine with the puzzle……

    But even a simpler File i set up doesn´t work……

    I had a look at the virtual_reality sample Puzzles……..and the according Max file….

    Is there any other puzzle i need to set up to make it work….Did i Miss anything?

    Strange thing…since it sounded so simple to set up

    Greets

    Ger

Viewing 15 posts - 1 through 15 (of 164 total)