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scalare

Forum Replies Created

Viewing 15 posts - 121 through 135 (of 181 total)
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  • in reply to: Reset animations via parameters #14163
    scalare
    Customer

    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.

    in reply to: Reset animations via parameters #14156
    scalare
    Customer

    I’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.

    in reply to: Problems with IOS #14087
    scalare
    Customer

    Thank you!

    in reply to: Problems with IOS #14039
    scalare
    Customer

    Thanks 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!

    in reply to: Problems with IOS #14017
    scalare
    Customer

    If 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!

    in reply to: Assign Material to object breaks the animation #14011
    scalare
    Customer

    I 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?

    in reply to: Launch animation of several objects #13968
    scalare
    Customer

    That’s great, thank you very much! :good:

    in reply to: On/off lights #13967
    scalare
    Customer

    So I create an additional gltf file with just lights and load it into the current scene? Brilliant! :-D

    in reply to: On/off lights #13930
    scalare
    Customer

    Ugh, 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?

    in reply to: Verge3D 2.12 pre2 available! #13929
    scalare
    Customer

    Hello 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!

    in reply to: Verge3D 2.12 pre2 available! #13837
    scalare
    Customer

    Thanks 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?

    in reply to: Verge3D 2.12 pre2 available! #13832
    scalare
    Customer

    Also, 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!

    in reply to: Verge3D 2.12 pre2 available! #13830
    scalare
    Customer

    That 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.

    in reply to: On/off lights #13828
    scalare
    Customer

    Hey 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!

    in reply to: Control shadows #13718
    scalare
    Customer

    And 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!

Viewing 15 posts - 121 through 135 (of 181 total)