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Mikhail Luzyanin

Forum Replies Created

Viewing 15 posts - 16 through 30 (of 2,348 total)
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  • in reply to: Lighting in 3DsMax #77511

    This 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.

    in reply to: LOD #77498

    Manually 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.

    in reply to: Background image for Annotation #77475

    It’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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    Co-founder and lead graphics specialist at Soft8Soft.

    in reply to: Feature request – enable procedural flames #77213

    Can 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.

    in reply to: Make custom annotation fade when obscured #77196

    You 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.

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    Co-founder and lead graphics specialist at Soft8Soft.

    in reply to: Feature request – enable procedural flames #77172

    Have 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.

    This will not work in Verge3d because all modifiers baked on export. Better to to the same using shapekeys, just make the window in the wall and resize it as you need with shapekeys for example one shapekey for width another for height, another one for moving it horizontally or vertically and change the shapekeys using especial Set Morph puzzle. For more detail look at our Furniture video course on youtube.

    Co-founder and lead graphics specialist at Soft8Soft.

    in reply to: Blender shapekeys not visable in Verge3D #77019

    It’s not strictly recommended. Sometimes it triangulates with good result so you even doesn’t know that it’s triangulated after export, but sometimes it critical to do it manually especially for ngons. Better to keep all in polygons or triangles if it possible.

    Co-founder and lead graphics specialist at Soft8Soft.

    in reply to: Blender shapekeys not visable in Verge3D #77015

    It’s because you use ngon, but when you export to the engine thw whole mesh triangulated and you get this.

    So you need to triangulate the model manually and remake shapekeys again after triangulation.

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    Co-founder and lead graphics specialist at Soft8Soft.

    in reply to: Verge3D 4.7.1 Maintenance Update #76910

    Maybe we talking about different issues. After I set Order Independent transperency after export mesh turned out clean.

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    Co-founder and lead graphics specialist at Soft8Soft.

    in reply to: Verge3D 4.7.1 Maintenance Update #76862

    I’ve checked the mesh, it’s all ok with it. The problem not in depth write and zero faces but because of not sorted faces in trancperency mode. Try to enable Order-Independent Trancperency in Verge3D settings from Render tab or use Alpha Hashed transparency mode: it will render the color not so correctly but you can get a good transparency without issues. It helped me to fix all issues in your scene.

    Co-founder and lead graphics specialist at Soft8Soft.

    in reply to: Verge 3D file stuck at 60% #76722

    Any errors in browser console?

    Co-founder and lead graphics specialist at Soft8Soft.

    in reply to: Verge3D 4.7.1 Maintenance Update #76717

    Can you share the pice of broken meahs may be we can do something with it, because there is no other way to fix it instead of setting Depth Write.

    Co-founder and lead graphics specialist at Soft8Soft.

    in reply to: Specular-Only Lights #76627

    Not supported in V3D

    Not supported in V3d.

    Is it something that can be supported in a future release?

    You can create a topic feature request, for now we have no near plan of supporting it.

    Co-founder and lead graphics specialist at Soft8Soft.

    in reply to: Comparing verge3d for blender, maya and max #76612

    The best choise will be to learn Blender it has more dipper support in material node system and has less difference between viewport and Verge3D final scene, the worst choice will be 3ds max because it has some problem with transparency and has more difference between viewport (render) and final result in Verge3D. Maya also will be a good choice.

    Co-founder and lead graphics specialist at Soft8Soft.

Viewing 15 posts - 16 through 30 (of 2,348 total)