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scalareCustomer
Great, thanks!
scalareCustomerHi Yuri,
thank you for your answer. But I think I did not explain myself clearly. What I need to know is if there is a way to retrieve the configuration saved in a server-side database and apply it to a scene. Suppose you are using a configurator, and you want users to be able to keep the progress they’ve made and save it for a later stage, so they can continue with it when they are able to. I get I can save the state, but how do I load it back?
Also, you said that I would have to manually choose what variable or object properties I want to save. If I use the “save state” puzzle, and apply it to “all objects”, wouldn’t it save all the properties of all objects, as a “state of current scene”?
And third: I’m going to use dummy gltf files to load materials on the fly. If I save state where a material was copied from an external gltf file, when I load it back, will I be able to apply that saved material to the scene, even though the material is not part of the original gltf file?
Thanks a lot!
scalareCustomerThanks. I will prepare something and share a link.
scalareCustomerThank you. Are you planning to include objects reflections in the near future as well?
scalareCustomerThank you, Yuri. So it is an issue with the current version of Verge3D? Just want to make sure we’re going to reach the look we need at some point, and that we should continue working on Verge3D. If it is a limitation, we would spend a lot of hours on something that we won’t be able to sell as expected. The realism for this type of high end product configurator is key. Thank you.
2019-01-17 at 12:11 pm in reply to: Difference between Eevee and the Sneak Peek / App Manager #10656scalareCustomerHmm, the problem is that with a configurator with lots products, that have a lot of objects that may be shown/hidden, and lots of textures that can change, baking all of that is a huge amount of work
In any case, my question is also related to the comparison with Blend4web. The shadows / ambient occlusion look there was much better and without having to bake anything. Is that a limitation of Verge3D, Three.js or something I’m doing wrong?
Thank you!
scalareCustomerWow, this is awesome. Thanks a lot!
scalareCustomerOK, here is another question, this time for Mikhail, so said in comment #9438
“You alos need to know if you assign a material from one object to another all this object (mesh) must have the same structure: if one of them has armature, shape keys or two or more UV-map it’s will be need to add the same thing to the second, so it will not broke out your armature, shapekeys or structure of the material.”
What would happen if I mix shaders in one of the materials and not in the other one, or I modify the scale of an UV map using a Mapping node in one of the materials and not in the other one, or even simpler, what if I add a color modification node in the middle of the graph for one of the materials and not for the other one? Will the assign material work if the material graphs do not have the exact same structure?
Thank you!
scalareCustomerGreat, thank you, Mikhail!
scalareCustomerOK, I just made a few tests making the loaded gltf dummy mesh material be assigned to annother through puzzles on clicking another object, but that did not work either. I’ve checked that the value is present in the variable I’m passing as parameter to the “assign material”. And I’m clicking on the trigger object when I see that the dummy gltf file is loaded and displayed in the scene, so it would not be a loading issue either.
In fact, the example I had uploaded a few days ago also used to work on click instead of onload. Is there something I’m missing?
Thank you!
scalareCustomerActually, I can see it works when you pass a collection as a parameter in the puzzle if you use a collection selector (hardcoded puzzle). But there is no way to pass it as a variable, which is what we need. When we pass a variable as a parameter for the hide puzzle, it assumes that it is a mesh, and not a collection.
scalareCustomerI’m sorry, my mistake. It was a coding issue. Please disregard my last comment on this.
scalareCustomerIn relation to this, the “hide” puzzle, accepts a collection as parameter, but it does not work (it does not hide all the meshes within the collection). It would be great if we could do that too via puzzles. Thanks!
scalareCustomerThanks! I’ve updated to 2.10 pre2, and it looks better, but based on the parameters you set for the ambient occlusion puzzle, it may still show the jagged edges.
scalareCustomerGood idea! I’ll change the execution order and make the external file loading run based on user interaction instead of on load to see if that fixes the problem. Thank you.
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