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Mikhail LuzyaninStaff
Seems like a good alternative.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffJust put reflection plane or sphere lightprobe on the scene and export to the engine. It must work out of the box.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffYou can bake a specific normal map with flakes on it. You alos can look at reference in Scooter demo and our Essential Material Library.
Co-founder and lead graphics specialist at Soft8Soft.
2024-10-11 at 8:51 am in reply to: Jewelry material pack, no longer functions correctly in Blender 4.2. #77912Mikhail LuzyaninStaffWe’ve tested all materials with last 4.2 Blender and can’t reproduce the issue. Do you use last version of the engine with Blender 4.2?
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffand team: Is vertex parenting something that is maybe considered for future versions?
Unfortunately, it’s not supported and we have no plans for that.
Yeah, I haven’t actually tested bones
Yes seems it’s the only solution for now except coding.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffBetter to bake texture and enable Anisotropic filtering for it up to 16x, this will give good result. You can create small Grayscale texture this will be even more optimised than procedural texture.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffIn 4.2 now it bakes automatically. No more need to do this manually: just put lightprobe on a scene and export it to the engine.
Co-founder and lead graphics specialist at Soft8Soft.
2024-10-01 at 7:40 am in reply to: Armature transformation doesn’t affect normal map same way as in Blender #77744Mikhail LuzyaninStaffThank you for video, we found the issue and will fix it as soon as possible.
Co-founder and lead graphics specialist at Soft8Soft.
2024-09-30 at 1:43 pm in reply to: Armature transformation doesn’t affect normal map same way as in Blender #77726Mikhail LuzyaninStaffI’ve exported and have the same in Blender and in Verge. Try to update to latest Blender and Verge3d and export again and if there’s still an issue can you record a video with the issue and export process and place the link here.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffThis will not wok, especially with shadows. Use Directianal light instead and HDRI map for environmant. But shadows will be cast only from object light such as directinal, spot, omny etc. not HDRI or Skydome.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffManually with puzzles, you can detect the distance from an object to the camera and hide it and reveal another. But it’s need a lot of work for each piece. There is no out of the box solution in the engine.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffIt’s worked for me on default cube and new created application. Check all names may be there’s a typo somewhere.
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Mikhail LuzyaninStaffCan you share the shader in blend file, I’ll try to figure out why it doesn’t work properly.
Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffYou need manually hide them on click on any of the object on your scene like this.
Instead of the “name_of_your_annotation” put ID of your annotation or the list of ID’s.- This reply was modified 2 months, 2 weeks ago by Mikhail Luzyanin.
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You must be logged in to view attached files.Co-founder and lead graphics specialist at Soft8Soft.
Mikhail LuzyaninStaffHave you tried to export this shader to the engine? Seems like it must works without any problem. On first look all nodes that used for this shader already supported.
Co-founder and lead graphics specialist at Soft8Soft.
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