We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

jem

Forum Replies Created

Viewing 15 posts - 31 through 45 (of 173 total)
  • Author
    Posts
  • in reply to: Bake artefacts #36387
    jem
    Customer

    I cannot explain that error. It looks like the UV map for the faceplate is out of sync with your AO map. I assume you just fixed your UV map and AO bake for the last issue, so I cannot see why they would be out of sync.

    The black area in the AO map near the lock should be completely obscured by the lock body if the alignment was correct. The point being, there shouldn’t be much AO visible around the lock because of the obtuse angles involved between the bodies. In a pinch, you could paint out the lock AO on the AO map and figure out the real cause later. Sorry, I know that is a cheat.

    Jeremy Wernick

    in reply to: Bake artefacts #36385
    jem
    Customer

    Could this be an artifact caused by the object’s UV map margins? If the margins are too tight around islands you can get issues like this. What does the UV map look like?

    Jeremy Wernick

    in reply to: Verge3D 3.6 pre1 available! #36374
    jem
    Customer

    Thank you, Verge3D team. These enhancements are great! I had not even considered using puzzles to create geometry from scratch.
    Also, the “on error” callback slot on the loader puzzles will make much more robust solutions.
    Thanks again.

    Jeremy Wernick

    jem
    Customer

    Thank you, Alex. This feature will be a great help to us. :good:

    Jeremy Wernick

    in reply to: move texture #36149
    jem
    Customer

    @gurlaldeep singh, if you are ever in doubt about which files are used in the browser by a Verge3D scene, pop open Chrome dev tools and look at the network tab. Dev tools will show you which files are used by the scene.
    If you are like me and have browser extensions installed, there will be a lot of noise in the network tab. Sort the list by domain, and your files will be grouped.

    Attachments:
    You must be logged in to view attached files.

    Jeremy Wernick

    in reply to: Help with simple animation #35444
    jem
    Customer

    @arslank, it looks like you are trying to use vertex animation. I do not think that Verge3D supports that type of animation. If you need to animate the shape of an object, try shape keys/morph factors or armatures. See attached file for your example implemented with shape keys.
    Verge3D does support keyframe animation of objects.

    Attachments:
    You must be logged in to view attached files.

    Jeremy Wernick

    in reply to: Invert texture #34782
    jem
    Customer

    @kogoshi, as long as the Maya version has a value node and math nodes, you can do this. The math is easy. I will assume that Maya uses a 0…1 scale for values.
    1. Get a value from the puzzles. The value must be 1 or 0. O indicates no-change. 1 indicates inversion.
    2. Subtract the diffuse value from the inversion value.
    3. Take the absolute value.

    Here is the node set up in Blender.

    Attachments:
    You must be logged in to view attached files.

    Jeremy Wernick

    in reply to: Invert texture #34778
    jem
    Customer

    Hi @kagoshi,
    This is easy to do. Add an invert node to your shader on the diffuse channel. Tie a value node to its factor input. A value of 0 will leave your pattern unaffected. A value of 1 will invert it.
    Values node can be set from puzzles. In my example, clicking on the sphere causes the puzzles to set the invert value to 1.

    Attachments:
    You must be logged in to view attached files.

    Jeremy Wernick

    jem
    Customer

    @visualizer, your work is terrific! Making convincing-looking glass is difficult. I am not an expert but here are a few thoughts.

    The scooter’s windscreen is curved, and your watch crystal is flat. The curvature difference will cause the reflections of the HDRI to play differently on these two objects. Reflections are more interesting on curved surfaces. The edges of your watch crystal are sharp. Would it be inappropriate to give the edges of the crystal a small bevel and shade it smooth? If you could, the crystal would pick up many more glints of light from the HDRI.

    Keep in mind that glass is never 100% clear; even a sapphire watch crystal. If you look at the scooter glass, you will see that the Glossy BSDF node has an RGB hex value of E7E7E7, a very light grey. This gives the glass a little color and presence even when it is not reflecting an HDRI light. I think that you are doing this. When I look at the watch crystal from the side, I can see the fresnel mixing in a darker color.

    The other concept that stumbled across is that glass is never 100% clean. Even if I am building a configurator for a new product, I have found that mixing in the slightest grunge map into the glass shader adds realism. But, in my case, I am configuring machinery and not jewelry. The glass is not the focus of my 3D scenes. In your case, this technique may not be acceptable.

    Lastly, you can try different HDRIs. The stock HDRI is very dramatic, but it does not have a lot of detail. Unless the watch crystal is pointed at one of the white lights in the HDRI, there is not much of a reflection.

    Jeremy Wernick

    in reply to: Viewer Limit #32874
    jem
    Customer

    @hasanyluthfi, the Verge3D solution does not have a server-side component, so user concurrency is not an issue (there is no session object on the server to track an end user’s state). A 3D scene in Verge3D is an HTML5 application that runs locally in the end user’s web browser.

    The only server load that I can think of is quite small. The the assets that comprise a 3D scene must be served from a web server. The assets are static, so this is a very lightweight process. You can use your own web server, use Soft8soft’s CDN, or use your own CDN account. You can even serve the 3D scene from a S3 bucket very economicaly.

    Jeremy Wernick

    in reply to: Textures blurry on mobile #30609
    jem
    Customer

    @web, yes, I can confirm the behaviour that you have described. I did try this in Firefox for Android also. On FF, the blur behaviour is the same as on Chrome, but the browser bar issue is not present. I suspect that the black bar issue is a bug in Chrome for Android.

    Jeremy Wernick

    in reply to: Textures blurry on mobile #30546
    jem
    Customer

    @web, I tried your test scene on a Google Pixel 3 (running Adreno 630 GPU, with Android 10 with July patch level) and noticed something interesting. The 3D texture is blurry when you zoom out, just as you said. But if I pop it full screen, the texture is suddenly sharp (see screenshots), and this sharpness persists even when I return to non-full-screen mode. I don’t know if this helps.

    Jeremy Wernick

    in reply to: usdz #30242
    jem
    Customer

    Those are interesting solutions, but I think that this community focuses on dynamic 3D content. As soon as we export the 3D content from Sketchfab, Adobe, or some other exporter to USDZ, we might as well have chiseled the 3D object from stone. We lose the ability to drive the shape, texture, and animations of our 3D objects from puzzles or user selections in our web pages. USDZ might be a good solution for a post-configuration download file for iOS users, but it is not useful for interactive content.
    Again, I am going to blame Apple for eschewing standards and trying to wall off their customers from the wider, more interesting world (and I am one of their customers).

    Jeremy Wernick

    in reply to: usdz #30240
    jem
    Customer

    Ya. Apple hates open standards and invents its own formats. I know that USDZ was Pixar, but Apple was the only PC company to use it. The format is poorly supported and documented outside of the Apple-world. Apple people like USDZ because iOS has a native viewer.

    There are a few Python packages that convert gltf and other formats to USDZ. You could build a backend service on AWS or similar that takes the GLTF from Verge3D and outputs a USDZ. This conversion would be very difficult to do on the client-side.

    Jeremy Wernick

    in reply to: Textures blurry on mobile #29967
    jem
    Customer

    @web, the WebGL 1.0 spec says that both the length and the width must be powers of two, so 2^x by 2^y is okay.

    Non-powers of two textures (NPOTs) are supported by WebGL 2.0, but Apple does not support them.

    IMHO, you should scale the images yourself before you post them. This gives you control over how the final image looks. If you don’t scale the images yourself, either the Verge3D engine or the video driver will do it and the outcome is not under your control.

    Jeremy Wernick

Viewing 15 posts - 31 through 45 (of 173 total)