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PLAN8Customer
Hi Yuri, That’s great thanks for considering it.
(TBH, it was something that I would have expected to happen as standard, so really does feel like a missing part to your amazing setup ) Thanks!
PLAN8CustomerYeah – I see the choices –
I’m just putting this up here now as a suggestion to the devs as it seems like a pretty obvious function that would benefit all users of Verge3D greatly going forward – Seeing as mostly V3D is being used for configurators or models that require options for additional material changes.
In summary, given the choice to just add a bunch of materials that are in a stack dedicated to the object you will need them to be available for v the current system of having to add random hidden extra objects for each and every material needed, seems a pretty clear and obvious requirement.
I’m not complaining, I am just pointing out a bit of a glaring missing chunk of pipeline that would make the platform significantly more streamlined and user friendly, as well as speed up production times for designers, which as we all know is critical to any workflow.
Anyway – appreciate the tip on how to do it in the current setup – thanks.
PLAN8CustomerSeems it is theoretically possible, see here https://github.com/KhronosGroup/glTF-Blender-IO/issues/231
PLAN8CustomerYeah, I get it, but it would be good if there were an option to allow them then they can be accessed much more efficiently and simply.
PLAN8CustomerOf course that can be done, but to add an extra 4 vertices in file size for every material is adding to delivery throttling, and is also just a really clumsy way of adding accessible materials – why not just allow access to the whole material stack in the first place?
PLAN8CustomerYeah, Tried Fake users, no luck – seems like a really obvious thing that should work anyway. Having to make geometry for no reason other than to store a material in seems like a bug to me.
PLAN8CustomerHi, thanks for the reply.
Ok, that seems a little wasteful in data terms, but appreciate the workaround! Thanks.
PLAN8CustomerHi there,
I would really appreciate this functionality as well. I have been using ar.js in browsers and it’s very easy to implement, but to be able to leverage that alongside the power of verge3d would be amazing!
2022-05-18 at 11:51 am in reply to: Textures Missing in Puzzles when image compression selected #52176PLAN8Customergreat – look forward to that!
2022-05-17 at 4:10 pm in reply to: Textures Missing in Puzzles when image compression selected #52139PLAN8CustomerPS, what is the timeline for the official alpha release of V4? (will be buying a full license when released.)
2022-05-17 at 9:51 am in reply to: Textures Missing in Puzzles when image compression selected #52127PLAN8CustomerGreat!
PLAN8CustomerHi Yuri,
Thanks for this.
PLAN8CustomerI think it is something to do with the Verge3D compression settings (render properties>enable texture compression), when I deselect this, the textures become available to select again.
PLAN8CustomerI am getting this issue – it was working, then I went to reduce the original texture image size, now it shows up that there is <no texture>
PLAN8CustomerIt turns out this has been fixed on the latest version – but you need to press the little “refresh” button in the app manager for each app – then re-upload – this worked for me.
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