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swatchybCustomer
Thanks Yuri, deleting the local repository (then re-installing) was the key.
:)swatchybCustomerHi @alexander-kovelenov
I have a similar problem on Win11 after many tries. I have installed Blender 4.2.3 LTS (while 4.0 is still also installed) and Verge 4.8. I added the local repository pointing to C:\Users\name\verge3d_blender\addons\ and refreshed but the Verge extension does not appear in either the installed or available. The addons folder has two sub folders .blender.ext (which is empty) and verge3d that has 15 files and two folders. Nothing appears in the Add-ons tab either.
Any help would be appreciated.swatchybCustomerThanks Xeon,
Haven’t had a chance to check out cropper.js from KDV, but it could do the trick, at least for the moment. Am I wrong to think server side/headless chrome is much more advanced? Seems it would be especially because it would need to be in sync with the client view/state. I say that because if the client does not purchase, the item appears in a “recently viewed” grid at the bottom of various pages, similar to ready made products.
Your thoughts are appreciated ;)swatchybCustomerthanks kdv, I will check into that!
swatchybCustomerthanks for the quick reply!
I might be wrong, but I’m staying client side because the server side seems way more complicated. For example, a client session/product can mean 8-10 gltfs and dozens of materials/ shaders swapping in and out of the scene.So, yes to all that you mention above @1024×1024 (but not sure if a defined dpi is needed).
swatchybCustomerThanks for the reply @xenon.
The “screenshot” is just using the inbuilt puzzle feature to capture just the v3d iframe of the client’s product in the configurator. The company/ project is for myself, and behind client (meaning consumer) login, so no privacy issues.
Triggering off of valueupdated element, verge takes and saves the verge (almost full screen) window as the client changes options, replacing a prior if exists. But as mentioned, the clients verge iframe varies based on available monitor/ mobile screen size, therefore the screenshots vary, which is a little sloppy, and some have huge screens that make huge screenshots. I was hoping there was a trick like having an unseen camera (with a forced square aspect-actively cropping) only for use of the screenshot puzzle.
Configured product shots are mandatory – so can you think of another strategy to achieve more consistency?
with thanks again.
swatchybCustomerthanks kdv.
2023-08-05 at 11:04 pm in reply to: getting tons of deprecation errors and super slow load times #65805swatchybCustomerThose should be 28k and 72k respectively. But I can send a link when I am back at my computer thanks
2023-08-05 at 10:34 pm in reply to: getting tons of deprecation errors and super slow load times #65803swatchybCustomersure, these are the primary scene, and the smallest by far.
thanks!2023-08-05 at 10:22 pm in reply to: getting tons of deprecation errors and super slow load times #65801swatchybCustomerthanks for the quick reply and suggestion kdv.
I double checked and the re-exports are being ftp’d to the correct server folder, and I run the browser with Disable Cache checked.
I also deleted the primary gltf and bin off of the server, refreshed the page to make sure I got a 404 file not found, then re-uploaded the new files and refreshed with same deprecation errors.
, so pretty sure it should only be seeing the new gltf/bins.2023-08-05 at 8:51 pm in reply to: getting tons of deprecation errors and super slow load times #65796swatchybCustomerJust saw and tried BennyHase post re using FXAA and loading time dropped to normal.
Still get the deprecation alerts though, so help with that would be great. Likely there is more going on.
Thanks!BennyHase
I´ve found another issue with new chrome: If i switch Anti-Aliasing from “Auto” to “FXAA” the loading time (with the actual chrome version M116) the loading time is a lot faster. From 30 seconds to 4 seconds.
With the old chrome version the loading time was with Anti-Aliasing set to “Auto” also 4 seconds.
swatchybCustomerHi Yuri,
Any news on this capability for Blender too? I see the issue going back to 2018/Blender 2.79 to 2.8 transition. I have dozens of gltf’s, and coordinating across dozens of .blend files is frustrating and slow.
Otherwise, still loving the easiest and lightest 3d web ide.
Thanks!swatchybCustomerHi Xeon,
Sorry to miss your quick and kind answer.
This is not so much about “display” – meaning hiding the scene until loaded. I was really looking to make the application of materials wait until the 1 to 10 gltfs (dynamic quantity depending on the product) have loaded, since if the gltf is not loaded, it misses the material, and remains as default (white). A good total load time is <2secs and poor around 5. Anyway, instead of a long winded explanation, as a temp fix, I just added an “after 0.5sec do” puzzle and put all of the material loads in that – seems to work most of the time without appreciable delay in full render.
But thanks for making me think a bit ;)
swatchybCustomerHi Yuri,
Can you please give myself and my Dev some direction as to where and how to go about a custom solution? If once the screen shot is taken (using the puzzle), are js parameters to be called, and from which file?
This is really the last hang up before launch.
Thanks in advance :)swatchybCustomerAnything you can add that would clarify the steps without custom js, WP.
My case would retrieve the id# of the item from a field in the parent doc to use as the name of the png saved to the path specified, probably using the (send data (take screenshot as (png)) to (https://mydomain.com/assets/media/coii/..)) or something like that, right? -
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