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2022-06-14 at 8:49 am in reply to: Blender 3.2, Verge3D 3.9.1, Black Screen after Sneak Peek and regular export #53023PascalCustomer
No, same with the silver one.
You find the exported gltf of the gold-cube attached.
I also found this error message in the browser console:v3d.WebGLProgram: shader error: 1282 35715 false gl.getProgramInfoLog Must have a compiled fragment shader attached: SHADER_INFO_LOG: WARNING: 0:3134: 'unroll_loop_end' : unrecognized pragma ERROR: 0:3327: 'node_bsdf_principled' : no matching overloaded function found ERROR: 0:3328: 'node_output_material' : no matching overloaded function found <empty string> v3d.WebGLShader: gl.getShaderInfoLog() fragment WARNING: 0:3134: 'unroll_loop_end' : unrecognized pragma ERROR: 0:3327: 'node_bsdf_principled' : no matching overloaded function found ERROR: 0:3328: 'node_output_material' : no matching overloaded function found1: #version 300 es 2: #define varying in 3: out highp vec4 pc_fragColor; 4: #define gl_FragColor pc_fragColor 5: #define gl_FragDepthEXT gl_FragDepth 6: #define texture2D texture 7: #define textureCube texture 8: #define texture2DProj textureProj 9: #define texture2DLodEXT textureLod 10: #define texture2DProjLodEXT textureProjLod 11: #define textureCubeLodEXT textureLod 12: #define texture2DGradEXT textureGrad 13: #define texture2DProjGradEXT textureProjGrad 14: #define textureCubeGradEXT textureGrad 15: precision highp float; 16: precision highp int; 17: #define HIGH_PRECISION 18: #define SHADER_NAME MeshNodeMaterial 19: #define LIGHT_PATH_IS_CAM_RAY 1 20: #define WORLD_NODES 0 21: #define NORMAL_OUTPUT 0 22: #define NODE_RGB_NUM… v3d.js:132:5841
PascalCustomerYou might want to add some more information, like version of Verge3D and Browser you use and a link to download the project files.
I recognize a similar problem on Chromium browser (Version 102.0.5005.61) and a Verge3D scene that was created in version 3.8.1 with 3ds Max, while Google Chrome and Firefox work fine with the same scene. I did not investigate on the details yet, maybe I update the Verge3D scene to the latest version and see how it works.
Attachments:
You must be logged in to view attached files.PascalCustomerVery clever solution how to fake the reflection. Might work in some cases.
But I recognize the frame-rate drops extremely in Firefox when I use video textures, so I am using it sparingly for now.
PascalCustomerYour server sends this header with the files:
Referrer Policy: strict-origin-when-cross-origin
I think your webserver or your wordpress does not allow what you try to do?
Try with the same subdomain www. on both sides or configure the webserver according to your needs.PascalCustomerYou might want to apply modifiers before you export to Verge and see if that works.
PascalCustomerLooks like you have a very big model. Scale the model down.
Or try to set the camera Max Dist to much higher value.PascalCustomerThere is a report at https://developer.blender.org/T92977 that leads to another at https://github.com/KhronosGroup/glTF-Blender-IO/issues/1443 about the problem.
Maybe it is easy to just erase the exif information from jpgs, if any is found, during export to glb/gltf?
PascalCustomerOk, your feedback was very helpful to tackle down the problem.
When I open the wood_diffuse.jpg in Gimp, I get a messages that tells me that the jpg contains Exif meta data about the orientation.(and ask if I want to use it or not) So my conclusion is: Blender does not use the metadata, but Verge does. Please double-check if it is this way, or the other way round.
I wonder if this is something to bug-report to blender, what do you think?
PascalCustomerHey xeon, thank you very much for testing! I am just setting up to also dig in further on, with your feedback.
The more I dig into it the more I think the issue is isolated to the packing of the file.
The screenshots of the scene and browser with the problem was taken before packaging. Packaging happened just before the upload.
The problem showed up first in a much more complex scene. I wanted to break it down within the scene itself, but it did not work. Then, I went the other way round and started up a new blendfile. There, I use the default cube, scale it, apply all transformation, then uv box project and setup the material node like shown. I repeated the same procedure on my Linux system and also on my Win10 system. Same thing on both.2021-11-09 at 12:41 am in reply to: Verge3D standalone engine working mode for rendering and mesh editing/authoring? #46838PascalCustomerMaybe fulin thinks of something similar to the inspector in the babylonjs sandbox, for easy debugging/tweaking?
PascalCustomerMaybe your local file is missing correct encoding information and the webserver is defaulting to utf-8 while your browser loads the local file with an other default encoding? Just guessing…
PascalCustomerHej hej Preferens,
I guess you have some lights setup that take too much time (hardware-ressources) on rendering the first frame, so the loading time is very different, depending on the hardware. On my system, it just takes 6 sec., but on another system where it tested, it never finished.
Stop the ongoing rendering when nothing happens. You can stop rendering (and antialias the last frame )when nothing new is to be shown.
The scene is not that big, the .bin has just 6 MB so I don’t think its a matter of too much geometry. Check your lights and shadow setups and tell us more.
And you use textures that are not the right size, should be power of 2. In example, dobel-1033_traditionell-ek.jpg is 247 x 247 px, thats not good.Also you should be updating Verge3D, you are using 3.7.1. Just to be up to date, there were plenty useful updates.
I like the idea of your solution, it could become something very smart.
PascalCustomerI think there is no lineart modifier on the modifiers list for objects in blender? Or I missed it. I guess you are using the wireframe modifier? Then just apply the modifier before you export to gltf/glb or Sneek Peek the scene.
Alternatively, use the “Enable Line Rendering” at the Verge3D Settings, on the Object Properties tab. You should not need to duplicate the object when using the “Enable Line Rendering”. But if you apply the wireframe modifier, you might want to have a backup of the model in an other collection. Make sure to exclude this other collection from export.
Hope that helps somehow. Best regards!2021-11-05 at 12:46 am in reply to: Light probes tutorial – both cubemap and planar reflections covered #46744PascalCustomerThank you for the tutorial!
After some testing, I wonder if it is possible to pre-render multiple different light-probes and change them interactively via puzzles action? Like we usually do with materials on objects, configuration-like. -
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