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Nurgeldi Dovletov

Forum Replies Created

Viewing 15 posts - 1 through 15 (of 52 total)
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  • in reply to: Anti aliasing – Procedural Grid #77888

    Hi!

    It looks like you found the problem. Try changing the anti-aliasing to FXAA and see if that helps. You can get more info here.

    fxaa-setting

    Verge3D Developer

    in reply to: Hierarchical Shadow #77878

    Hi 安娜!

    Cascade Margin is used only to get rid of artifacts (it happens mostly with objects with stretched or simply large polygons, for example in tall objects). If you set a large value, the speed and quality of the shadows will decrease a bit due to the accuracy of the depth buffer (floating-point precision) rather than the resolution of the shadow map itself.

    If you increase the distance of the light source, it will not have much effect, because Verge3D in 3ds Max automatically calculates the optimal distance depending on the size of the scene when exporting (this was very convenient before the current cascaded shadow maps were introduced).

    You may not notice the effects of adjusting the Cascade Margin because the optimal light distance is automatically calculated to minimize shadow issues. However, sometimes this can compromise shadow quality as a trade-off.

    We will probably change this soon to give users more control over shadow optimization in 3ds Max.

    Verge3D Developer

    in reply to: Cascaded Shadow Maps (CSM) #72503

    Yes, in general the problem with ESM is that they are quite hard to set up, so it is best to use CSM with PCF (Poission Disk).
    It might be helpful, these are the settings that gave the best results for me:

    https://v3d.net/v57 (4096px shadow map)
    https://v3d.net/v58 (2048px shadow map)

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

    Verge3D Developer

    in reply to: Cascaded Shadow Maps (CSM) #72466

    Hello
    It seems that the Margin is too large and/or ESM Bias is not configured correctly.
    To better understand the problem, could you please provide a minimal version of the scene where the problem persists?

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

    Verge3D Developer

    in reply to: animation strange behaviour #69653

    PS : i did not tested the linear for the baked animation, as i did bake it every 50 frames to prevent too many keyframes, so linear would not work nicely.
    I guess it could work with an every-frame baking.

    A little tip:
    If the animation is long, instead of baking position and rotation, it is better to directly use Path constraint with animated “% Along Path”. It will at least save some memory.

    Verge3D Developer

    in reply to: animation strange behaviour #69648

    1. Set keyframe tangents to linear for all baked animations, it should solve the problem.

    2.

    When i tried to path contrain them (on 2 different paths), no animation was playing but the manual rotation keys i added. This is why i bake the animation from helper.

    This issue occurs because the path constraint could not be exported (exporter cannot find the curve object). The messages in 3ds Max console:

    
    V3D-WARNING: Can not export animation of Path Constraint for Point001
    V3D-WARNING: Can not export animation of Path Constraint for Point002
    

    To solve it – simply convert your Freehand to Spline curve:

    The reason for this is the unusual structure of object. This is how it usually should look:

    Hope this helps

    Verge3D Developer

    in reply to: animation strange behaviour #69593

    Hello,
    it would be the best if you could share the .max file.

    The torus (donut) seems to be using Path constraint? Which 3ds Max version do you use?
    NURBS surfaces and ‘Point curve’ are not supported, here are the supported path objects (green):

    Verge3D Developer

    in reply to: Strange Shadows #69035

    Hi,

    • try adjusting the bias parameter
    • try decreasing the Falloff/Field parameter
    • select a different shadow filtering type to check if the error persists

    Also recommend checking out this section

    Verge3D Developer

    in reply to: Verge3D 4.4 pre1 available! #66269

    Hi Mariusz
    Thanks for your patience, the problem is using a combination of MSAA and OIT, at the moment the scene should not contain more than one opaque object, alas, we have not yet fully supported this combination as it leads to a big performance loss. In general: if there is more than one opaque object in the scene, then at the moment the best solution is to use FXAA with OIT .

    See other OIT limitations here

    Verge3D Developer

    in reply to: Discrepancy between 3dsmax camera fov and V3D #64627

    Sorry, I got it wrong, it was indeed a bug with Vertical viewport fit, the fix will be available in the next pre-release.

    Verge3D Developer

    in reply to: Stop animate param – Bug #64587

    Hi!
    I think reversed checkbox in this puzzles does what you need:
    play animation
    set animation speed

    Verge3D Developer

    in reply to: Discrepancy between 3dsmax camera fov and V3D #64586

    Hello!
    As said here, “The FOV value of physical cameras describes the horizontal opening.”, after checking it seems to be true, so for the physical cameras viewport fit should be set to “Horizontal”.
    If that didn’t help in your case, could you please provide a minimal file that reproduces the problem?

    Verge3D Developer

    in reply to: Verge 3d puzzles disappear #64489

    Hello!
    Can you check if there are any error or warning messages in the console (press F12)?

    Verge3D Developer

    in reply to: WebGLOITRenderer – error in console #64471

    Hello!
    Unfortunately, it is unhandled case, internal bug for v3d.WebGLOITRenderer, it does not support changing pixel density on canvas, for now I recommend not changing screen resolution with OIT, I think it will be fixed soon.

    Verge3D Developer

    in reply to: Verge3D 4.3.1 Maintenance Update #63260

    The thing is that this OIT method does not work well with high opacity objects, so you should reduce the opacity or make them fully opaque (material’s blend mode should be “Opaque”) or avoid using them.

    About CPU usage, we tested them (all links and local export) on different browsers and cannot reproduce the issue. Could you please check it in other browsers? Perhaps you have some browser extension enabled?

    Verge3D Developer

Viewing 15 posts - 1 through 15 (of 52 total)