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Nurgeldi DovletovStaff
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.
Verge3D Developer
Nurgeldi DovletovStaffHi 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.
- This reply was modified 2 months, 1 week ago by Nurgeldi Dovletov.
- This reply was modified 2 months, 1 week ago by Nurgeldi Dovletov.
Verge3D Developer
Nurgeldi DovletovStaffYes, 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
Nurgeldi DovletovStaffHello
It seems that theMargin
is too large and/orESM 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
Nurgeldi DovletovStaffPS : 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
Nurgeldi DovletovStaff1. 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
- This reply was modified 11 months, 1 week ago by Nurgeldi Dovletov.
- This reply was modified 11 months, 1 week ago by Nurgeldi Dovletov.
Verge3D Developer
Nurgeldi DovletovStaffHello,
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):
- This reply was modified 11 months, 1 week ago by Nurgeldi Dovletov.
Verge3D Developer
Nurgeldi DovletovStaffHi,
- 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
Nurgeldi DovletovStaffHi 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
- This reply was modified 1 year, 4 months ago by Nurgeldi Dovletov.
Verge3D Developer
Nurgeldi DovletovStaffSorry, 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
Nurgeldi DovletovStaffHi!
I think reversed checkbox in this puzzles does what you need:
play animation
set animation speedVerge3D Developer
Nurgeldi DovletovStaffHello!
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
Nurgeldi DovletovStaffHello!
Can you check if there are any error or warning messages in the console (press F12)?Verge3D Developer
Nurgeldi DovletovStaffHello!
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
Nurgeldi DovletovStaffThe 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?
- This reply was modified 1 year, 7 months ago by Nurgeldi Dovletov.
Verge3D Developer
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