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jamjamCustomer
Thanks, that´s super handy.
jamjamCustomerHey Yuri,
thanks for the reply and confirmation.jamjamCustomerThanks Yuri
jamjamCustomerBump, in case it got overlooked.
jamjamCustomerThanks for the tip.
Not sure if I overlooked something, but I couldn´t find any information on how to bake lightprobes in the 3ds max.
Any help is much appreciated.jamjamCustomerHey web,
thanks for your reply and explanation.jamjamCustomerHey
A client of mine has the same issue.
Were you able to solve it?jamjamCustomerHey,
SAO implementation would be a great boost for most models.
I guess it´s not implemented yet.
Any chance this will be added in one of the next updates?jamjamCustomerExporting from another computer with 3.6 fixed the issue.
Thanks for your help!jamjamCustomerHey,
I finally got to test this in more depth.
The target direct light works pretty well for my case, but I still run into some issues if the object is too far away.It appears that shadows are clipped after 10000cm.
This is exactly the maximum setting for Target Distance in Target Direct Light in max.Is the clipping caused duo to the max value in 3ds max or internally by Verge3d?
I guess I could just scale the model to fit, but would would prefer to keep it at the original size. Also I´m kinda afraid I will run into other issues by just scaling the model.If this is something the Developers could fix I would be really happy.
Thanks!
jamjamCustomerIt appears in both, sneak peak and exported and also when using different blend types.
I will test exporting it from a different computer with the latest 3.6 version later today.
I will let you know if this fixed the issue.jamjamCustomerThanks for your reply. That´s odd.
I´ve tested it on 3 different computers.
My hardware specs are: Threadripper 1950X, GTX 1070. The other two have lower specs.
I´ve also tested in Chrome and Firefox and with Verge3D 3.4 and 3.5. The white pixels appear on all computers and browsers.jamjamCustomerSure. I´ve attached the max file.
jamjamCustomerHey Alexander,
thanks for the info, sounds promising.
I will try the new preview build and also the non-photometric lights.jamjamCustomerAny chance we can work around this limitation?
Is this something the developers could fix or is it a technical limitation? -
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