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gf3dCustomer
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
gf3dCustomerNow 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
gf3dCustomerThanks…..
gf3dCustomerThanks…it works now….even on my animated Buggy…driving around…great thing
Greets and a nice Weekend to you and the guys
gf3dCustomerHi Yuri,
attached is a simple project…
Greets
Ger
gf3dCustomerNo 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
gf3dCustomerThe 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
gf3dCustomerthe 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
2024-11-28 at 11:01 am in reply to: Black flickering when objects are farther away from the camera #79139gf3dCustomerThanks KDV…..after i did use the puzzle ……it worked fine
But not with a setting of 1……It looked fine with a setting of 5Greets
Ger
2024-11-27 at 9:44 am in reply to: Black flickering when objects are farther away from the camera #79127gf3dCustomerOk …since its not a shadow problem….I gues it is your second opion….i was thinking in the same direction….it is on surfaces underneath which there are other surfaces quite near….
thanks for confirming this…..
since my modells are quite complex i gues i need to do something about the modelling
Greets
Ger
gf3dCustomerTo Yuri
I just noticed that the shader optimations are not yet in the Verge version i work with ( 4.7.1 )
Question……is version 4.8 pre1 working with Max 2022 ?
Greets
Ger
gf3dCustomerTextures have been corrected as stated by Yuri….loading time is reduced to 1:10 Min.
Have a nice Weekend
Greets
Ger
gf3dCustomerHi Yuri….i´ll check the texture size of some of the textures as you advized…
For the real time shadows….i tried it with baking them….it looked shitty….
what do you mean with cascaded shadows…..i work with version 2021 of max still….so its a bit older version of verge i work with so far…
thinking about updating to a newer version of max
gf3dCustomer -
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