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jamjam

Forum Replies Created

Viewing 15 posts - 16 through 30 (of 34 total)
  • Author
    Posts
  • in reply to: Material Params via maxscript #51694
    jamjam
    Customer

    Thanks, that´s super handy.

    in reply to: ARmode on iOS #51101
    jamjam
    Customer

    Hey Yuri,
    thanks for the reply and confirmation.

    in reply to: Change initObjectPicking inside visual_logic.js #48895
    jamjam
    Customer

    Thanks Yuri :good:

    in reply to: Change initObjectPicking inside visual_logic.js #48893
    jamjam
    Customer

    Bump, in case it got overlooked.

    in reply to: Additional Reflection Map #48173
    jamjam
    Customer

    Thanks 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.

    in reply to: Loading Performance Firefox #46374
    jamjam
    Customer

    Hey web,
    thanks for your reply and explanation.

    in reply to: Rendering/shader issue on specific laptop #41194
    jamjam
    Customer

    Hey

    A client of mine has the same issue.
    Were you able to solve it?

    in reply to: SSAO #40159
    jamjam
    Customer

    Hey,
    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?

    in reply to: White pixels artefact in transparent material #38083
    jamjam
    Customer

    Exporting from another computer with 3.6 fixed the issue.
    Thanks for your help!

    in reply to: Sun Light #38068
    jamjam
    Customer

    Hey,

    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. :good:

    Thanks!

    in reply to: White pixels artefact in transparent material #38067
    jamjam
    Customer

    It 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.

    in reply to: White pixels artefact in transparent material #38056
    jamjam
    Customer

    Thanks 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.

    in reply to: White pixels artefact in transparent material #38022
    jamjam
    Customer

    Sure. I´ve attached the max file.

    in reply to: Sun Light #35546
    jamjam
    Customer

    Hey Alexander,
    thanks for the info, sounds promising.
    I will try the new preview build and also the non-photometric lights.

    in reply to: Sun Light #35507
    jamjam
    Customer

    Any chance we can work around this limitation?
    Is this something the developers could fix or is it a technical limitation?

Viewing 15 posts - 16 through 30 (of 34 total)