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nookiParticipant
Hi alexander,
thanks for your answer!
What’s the recommended workflow for this? Is there an option to switch to ETC1 when exporting the file? In Blender, there is only a checkbox “compress texture”.nookiParticipantI tested the 4.0 preview export with enabled texture compression on the “Damaged Helmet” asset (https://sketchfab.com/theblueturtle_)
texture compression off: 3.84 mb
texture compression on: 15.1 mbQuestion: I’m not familiar with the ktx2 format yet, I’ve read that it can be loaded faster from the graphics card and requires less gpu memory. On the other hand, in this case the filesize is ~4 times the size of the uncompressed version. Is this the expected behavior?
Reading the examples it makes it look like the file size will also get smaller using this compression
https://www.khronos.org/assets/uploads/apis/2021-ktx-comparing-ktx-with-basis-universal-to-image-formats-sml_2.jpgnookiParticipantImage compression sounds great! Will there be a new version with glb fix coming soon then? :)
nookiParticipanthi xeon,
thanks for your answer!The first thing you have to decided on your method of color management. I would suggest sRGB. Once you have calibration set between Blender and verge… the fun begins.
Sure thing, already did this. Blender scene and v3d export is 1:1 the same.
If your scene uses only the hdr environment to light your scene it will be a lot easier. The lights in blender or any 3D app and how those are translated to verge has a lot to be desired. Combine this with how your gpu handles the light and you can get different results on different machines. So determine our main target devices and adjust to it knowing the others will be close.
Good point, I only used IBL so far. I will need to test how realtime lights will behave in this setup. In our projects, we define a main target device and thats the reference for performance / colors.
Once the main lighting is done we target any Pantone colors first — client logos are where we don’t have any chance to get wrong. Using the calibrated monitor you have setup. We eye ball color to a pms card then if client is really picky break out a color calibrator and adjust the color if the material or texture to hit desired result with approved scene lighting.
Actually, that’s not my problem. I’ve already done setups with threejs for clients where color fidelity was extremely important – I know this process can be very annoying.
But actually I’m looking for a way to easily adjust the look or the colors of the scene. e.g. give the scene a cool blue look. Of course I can adjust the light and materials for this (and it’s the best option in terms of performance) – but it takes much longer and isn’t as flexible as simply changing the output.
In Blender I can easily edit the RGB curves to achieve this goal.
In Unity3d (which also has a webgl export) there are settings like channel mixer or color adjustments, color curves etc. which allows for great flexibility.
There is a LUT example for threejs, that might be another option.
So far I’ve only found the option for brightness and contrast in v3d – another puzzle to be able to adjust the RGB values would be very helpful from my point of view.
best regards
marionookiParticipantI will use this thread for my question, hope thats ok:
As verge3d is built on top of threejs, is it possible to load the exported “advanced” verge3d gltf in a basic threejs setup?
Im looking for a solution for our team consisting of developers (js / ts with nodejs environment) and artists (mainly blender).
Right now, there is no good solution for the artist to setup a scene in threejs (lighting/ env reflection/ post processing etc.) without getting into coding or building custom solutions. For me, it looks like verge3d could fill this gap with its blender export, so the artist could setup the hole scene in blender and hand it over to dev. The puzzle feature looks very nice, but for our case, we want to build the logic the “classic” way. Is this somhow possible? -
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