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masj
ParticipantGS looks to be at a stable-enough stage and I hope the team is actively looking into supporting it for an official build in the near future. Would love to be able to load a glb (from blender) and a ply/splat file easily in the same scene natively.
Hopefully more of the V3D community sees the potential of this and voices their support!
masj
ParticipantI guess my question therein is: why even use V3D in this case? Is your example integrating any of the V3D scene functions, or just spinning up what appears to be a GS “Viewer” from the mkkellogg repo? Can the two comingle in Verge3D? I.e. it would be ideal to at least be able to populate some annotations, for example.
I don’t think it’s too big of an ask to have this increasingly mainstream 3D standard supported in an industry leading tool like Verge3D, fwiw, especially with the amazing code development productivity enabled by AI. Hopefully the team sees the need and opportunity, and agrees.
masj
ParticipantThank you, Yuri!
Really appreciate you and the team for everything you’re doing for the 3D creators out there, and for giving this specific point some time to think on – sounds like a tough problem.
Fingers crossed that you and the team will be able to find a solution – would be amazing!masj
ParticipantLate follow up, but the bone-based solution is much faster than transforming per instance, even though the file size is now slightly larger, as we had to realize all the instances into a single object. Decent trade-off, as performance is much more important. Thanks for your insights kdv.
masj
ParticipantUnfortunately, that kind of defeats the purpose of doing instances in the first place, as I’m animating transforms dynamically per instance. If I combined them into a single object, i’d have much more geometry data to deal with (likely another bottleneck w/ exponentially more triangles), and to get the animation effect I’m after, I’d have to do something like use thousands of bones (which I can do), but not sure how performant that solution would be.
If it just Verge3D that handles instancing like this, or webgl/three.js in general, I’m curious? If each instance was dynamically created in JS as an InstanceMesh, would that change anything, or same result?
And no – one directional light, no shadows. Only bloom and outline effect on a couple objects, (neither of which are the instances).
masj
Participantso…is that okay? Should I be concerned with the number of Render Calls, or is this just how Verge3D (and webgl?) does instances with glTF/glb files?
masj
ParticipantThanks again Xeon, esp for going through the trouble of attempting to recreate the issue.
Tried it with a clean scene and simple cube just in case, but same issue when the cursor would leave the container in pressed state (made a gif, but unable to attach it so here’s a link link to gif maybe it’s a browser “feature” or a v3d bug? not sure).
That said though, testing for container dimensions in the logic as a work around is brilliant!
I’ll give that an attempt when I get the chance to do so and report back. Thank you for your great insights and ideas!masj
ParticipantThanks for your insight, Xeon.
I tried switching the selector to a single (non-inerrable) object, but unfortunately, the same issue persists, if I am still click-dragging on the object when my cursor leaves the container.
In reality, I just need the user to click and drag horizontally, with the click originating in the v3d-container element (not even necessarily on an object, if it means we can stop the popping rotation and sticky drag if the pointer leaves/re-enters the container), through puzzles, JS, or a combination of the two.
2024-08-24 at 7:18 pm in reply to: Feature Request: API Control for Light Diffuse and Glossy Influence #76957masj
ParticipantThank you for your consideration, Alexander.
Yeah, looks challenging, ngl…something probably beyond what three.js enables on its own and into the webgl maths level?
It’d be huge and I’d be beyond grateful if you and the rest of the genius team were to attempt to get this implemented, and think it could unlock new levels of creative control in a lot of ways.
If there’s anything I can help with on the testing side, i.e. in Blender, plz do let me know.Thanks again for your ongoing efforts in building this great product!
masj
ParticipantGood to know. Will do that. Thanks.
masj
ParticipantNot supported in V3D, or not supported with broadly in three.js/webgl?
Is it something that can be supported in a future release?masj
ParticipantI ran into this recently (yes, it hits performance hard toggling the visible true<->false).
What worked for me was setting the intensity from 0 to n or vice versa. Didn’t notice any slowdownmasj
ParticipantThanks Xeon.
Good take about possibly skipping the iframe setup altogether. I saw initial value in abstracting the webpage UI, but it’s really not adding much, as I’m not using a no-code solution to build it.
Shouldn’t be too hard to consolidate things in to a single html and css file, and change a couple things in the JS file.Re: the modal box: ya, tht could work. Thanks for the link!
masj
ParticipantAlways love it when I get a reply from you, Xeon. Super thorough. Really appreciate it!
re: index.html w/iframe, I mean that there are additional html elements on top of those already in the V3D app (think buttons and widgets on top of the iframe like the official V3D scrolling swiss army knife example). That said, I think I’ll have to attempt option 1, as I guess I was preparing for from the start in the absence of an out-of-the-box option.
Thank you for pointing out the new modal puzzle feature tho!! I’ve yet to look into that, but sounds like it could play a role. Have a great day
masj
ParticipantSignificant, powerful updates. Love to see it, thank you!!
QQ on the pzlib API (https://www.soft8soft.com/docs/pzlib_api/):
To access, do the puzzles have to exist for the project (I think some functions propagate in the visual logic file when they do), or can we just use the JS Plug object’s pzlib method without actually creating the puzzles? Sorry if it’s mentioned somewhere and I missed it.
In either case, will be upgrading soon, and excited to use this new functionality! Thanks again.
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