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scalareCustomer
I’m afraid I would have to disclose too many things to show you the way we have it now. I’ll see if I can create an example of just this interaction without all the HTML interface elements we have to share it.
Thank you, Mikhail.
scalareCustomerI’m afraid this did not work. We’ve given up, and we’re creating custom functions at the puzzles to reset animations of several objects to frame zero (hardcoding their names in the puzzles), and calling them via app.ExternalInterface under a specific “function” name, so we can reset several animations in just one call.
We’ve tried passing the object names as param0, and also as collections with the “GROUP” hackery, but none of them worked. It looks like a potential bug, unless we’re missing something.
Thank you anyway.
scalareCustomerThank you!
scalareCustomerThanks Yuri. After a lot of tests, we figured out that what was causing the problem were the spotlights. When changing them to suns, the artifacts get fixed. Also, we had one of the spotlights set like in your Teapot example, with constraints to make it move along with the camera. That also seemed to have a part in this.
I’m surprised though that it did work on the Teapot example, and not in ours. But we also noticed that the Teapot example is using cycles, so maybe that is a big difference.
Anyway, between the max number of textures, and the depth buffer issues, we’re very limited right now on IOS side. And we’re surprised to get all these issues with Verge3D, when similar tests we had done with Blend4web a couple years ago did work on IOS without problems, and without even having to worry about these issues. Did Blend4web create baked maps automatically when you exported which solved these problems, and Verge3d does not?
Thanks again!
scalareCustomerIf I disable shadows on iOS, then my most important target user will get the worst possible visualization, so I’m afraid that is out of the question. I’ve made a few tweaks to the bias, and it looks like it gets better, though the artifacts are not completely gone. And there seems to be a bit of peter panning effect. Any other suggestions?
Thanks a lot, Yuri!
scalareCustomerI just saw this, and I realized that we did not think about this in our case, and it was a possible scenario for us. But I tried to change the material while an animation is running, and in our scene it worked perfectly too, so it looks like it may be something about your particular animation?
scalareCustomerThat’s great, thank you very much!
scalareCustomerSo I create an additional gltf file with just lights and load it into the current scene? Brilliant! :-D
scalareCustomerUgh, OK, thanks. So it seems there is no way to avoid duplicating the gltf files then? One for IOS (with reduced number of textures) and another one for the rest of the operating systems?
scalareCustomerHello Yuri,
so could it be that my test was using “All objects” what was causing the antialiasing effect not to work? I also noticed the black screen last week when I tried the supersampling by itself. Do I have to check for every object and camera to enable the antialiasing, or I got this wrong?
Thank you!
scalareCustomerThanks Yuri! However, I tried it with the files I’m working on and I did not see much difference. Is there an app example in which we can see this working? Or maybe you can point me an app to which I can add the puzzles to, copying your explanation above, where the antialiasing difference will be noticeable?
scalareCustomerAlso, can you please let us know if the “when moved” puzzle will also work with “all objects”? If so, I can control antialiasing when both the camera is moving and animations are playing, right?
Thanks!
scalareCustomerThat is AWESOME, Yuri! Thank you!
A couple questions: do we have to enable supersampling somewhere at Blender side as well like with other post-processing effects? And can you please explain what the parameters 2x-16x mean? I did not find the new puzzle in the Post-processing Puzzles documentation page yet.
Thanks again.
scalareCustomerHey Mikhail,
will that count as if the light was not present in the scene? I’m looking for ways to reduce the number of textures used in a scene to improve visualization on IOS. If a light has zero intensity, will a shadow map be generated for it, and therefore count as one texture?
Thanks!
scalareCustomerAnd do you think it would work if we disable shadows via Javascript for a light that is already setup in blender WITH shadows? I mean, will the shader get updated when we disable the shadow dynamically, and realize that the number of textures has been reduced, and therefore fix visualization issues?
Thanks a lot!
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