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tomtm

Forum Replies Created

Viewing 15 posts - 46 through 60 (of 79 total)
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  • in reply to: Hair Cards Transparency #70858
    tomtm
    Participant

    Can you post the image file you are using or a sample of it?

    Hi Xeon

    I will setup an example scene with blender file tomorrow.
    I hope there are some tricks to get some more beautiful results in respect
    of the strange transparency.

    Greets Tom

    in reply to: Hair Cards Transparency #70847
    tomtm
    Participant

    Nobody here even knows what hair cards are )))

    like it‘s not double-sided depending on some view angle.

    Make the material double-sided.

    When I need to use textures with the alpha channel I use these parameters for materials making them look exactly like in Blender.

    https://v3d.net/t7l

    Hi kdv
    Thanks for investigating.
    I did make the material double sided and used your settings above except GLTF 2 Compatible, this would look like Opaque Mode.

    Here you see what I mean, when the bun facing the camera, it’s some kind of transparent.
    I know, it also needs a hair colored scalp, but I think there is something strange.

    And if you try with Meta Quest, it’s like inverted. But in Meta the Alpha Hased works.

    https://v3d.net/t7o

    • This reply was modified 9 months ago by tomtm.
    • This reply was modified 9 months ago by tomtm.
    • This reply was modified 9 months ago by tomtm.
    in reply to: Hair Cards Transparency #70828
    tomtm
    Participant

    Alpha Blend usually gives the best visual result. In your case disable “Depth Write” in the material properties.

    hmm, after testing it also in bright environment it still looks strange, like it‘s not double-sided depending on some view angle.
    Best would fit Alpha Hashed, but it shows some white edges.
    Are there some good results with hair cards and verge3d?

    in reply to: Hair Cards Transparency #70824
    tomtm
    Participant

    Alpha Blend usually gives the best visual result. In your case disable “Depth Write” in the material properties.

    Thank you kdv!

    Now it looks better.

    in reply to: Verge3D 4.6 pre1 available! #70786
    tomtm
    Participant

    Is it also jittering in your headset?

    No. Check FPS in AR…

    If I don’t move it’s mostly at 85 fps, when I move around 77 fps.
    It seems the marker is tight on the floor, the character is slightly in the floor, it looks like
    floor interect with it’s hip.

    in reply to: Verge3D 4.6 pre1 available! #70782
    tomtm
    Participant

    Check this https://v3d.net/9e4
    Now it’s hard to miss the cursor ))) It’s green.

    True, thanks!
    The tracker is good to see, and the group of farmers aswell.

    Is it also jittering in your headset? Even the single farmer sample jitters if I walk around.
    Things in VR are better tracked or look better tracked.
    But maybe that’s the nature of AR vs VR… I’m a complete newbie to this, but I already could build a cool VR World. :-)

    in reply to: Verge3D 4.6 pre1 available! #70778
    tomtm
    Participant

    Yes it dissapears but the character isn’t visible.

    The character will be visible only after clicking on the round cursor. Do you see that round cursor tracking the floor surface?

    Funny, now I see the cursor and can click and there is the character.
    Did they change something? Or maybe it’s after a Meta Software upgrade.
    Now it seems to work. :yahoo:

    I really didn’t last week. There was all odd in the headset.

    Thanks !!!

    But the blue move around button is very close to the eyes.
    Is there more interaction than just place? After placing I can’t move the character around.

    in reply to: Verge3D 4.6 pre1 available! #70777
    tomtm
    Participant

    Yes it dissapears but the character isn’t visible.

    The character will be visible only after clicking on the round cursor. Do you see that round cursor tracking the floor surface?

    Funny, now I see the cursor and can click and there is the character.
    Did they change something? Or maybe it’s after a Meta Software upgrade.
    Now it seems to work. :yahoo:

    I really didn’t last week. There was all odd in the headset.

    Thanks !!!

    in reply to: Verge3D 4.6 pre1 available! #70773
    tomtm
    Participant

    the blue colored button appears too low at bottom

    It’s just a prompt banner. It’s position is not important. Does it disappear after you move your head looking at the floor surface?

    Yes it dissapears but the character isn’t visible.
    Maybe it’s a difference between M2 and M3. Other AR websites are working also the
    provided samples in the Meta Store working like a charm.

    in reply to: Verge3D 4.6 pre1 available! #70769
    tomtm
    Participant

    Checked the AR example, the blue colored button appears too low at bottom & feels as if out of screen handling area for user. the position seems inappropriate.

    Thanks for checking! It’s exactly the same here, it’s like the position is somewhere odd.
    I hope there will be a fix soon, would love to check out the AR with verge3d and Meta Quest 3

    I already are excited with VR and the headset!

    in reply to: VR Controller Navigation (Quest 2) #70687
    tomtm
    Participant

    Hi kdv

    Thanks for this puzzle, it works very well with my Meta Quest 3.
    It’s really cool to be able walkup and down in VR.

    Greets Tom

    in reply to: VR walking up some stairs, falliung down a hole #70423
    tomtm
    Participant

    Hi tomtm,

    you can use collision meshes to implement such things. See the Virtual Reality demo where a collision mesh restricts the movement inside the room. You can use more complex meshes for stairs and holes.

    Hi Yuri

    I tried to modify the collision object in this scene, made some stairs, but I still could
    walk through, The limit when the collision object ends works.
    But going up or falling down doesn’t happen.
    Do I need to extend in the puzzle?

    in reply to: VR Tutorial for Meta Quest 3 Setup #70422
    tomtm
    Participant

    Did you test this https://v3d.net/k94? What FPS it shows?

    1680 x 1760 show’s in the tool.

    That’s too low resolution. It gives you blurry experience in VR. You should test with at least 2064 x 2208. Actually, for the best, monitor-like picture, the resolution should be 2700 x 2700 for Quest 2 and 3000 x 3000 for Quest 3.

    What is the trick with the collison, that the camera goes up the stairs?
    Is there a addition in the raytrace puzzles?

    Read this topic to the end

    VR Controller Navigation (Quest 2)

    <iframe class=”wp-embedded-content” sandbox=”allow-scripts” security=”restricted” style=”position: absolute; clip: rect(1px, 1px, 1px, 1px);” title=”“VR Controller Navigation (Quest 2)” — Soft8Soft” src=”https://www.soft8soft.com/topic/vr-controller-navigation-quest-2/embed/#?secret=SXmV0tDZ93#?secret=oXaqu4KgOj&#8221; data-secret=”oXaqu4KgOj” width=”600″ height=”338″ frameborder=”0″ marginwidth=”0″ marginheight=”0″ scrolling=”no”></iframe>

    Where could I change the resolution?
    The specs for MQ 3 is 2064 x 2208 pixels per eye.

    in reply to: VR Tutorial for Meta Quest 3 Setup #70398
    tomtm
    Participant

    Mst of the time I have 90 fps

    What resolution per eye? EB W and EB H values in OVR Metrics Tool.

    Did you make the changes?

    Yes, I reworked and optimized the original demo.

    Also you can test FPS in the original demo with VR mode added.
    Use this link https://v3d.net/k94 (not from the Asset Store)

    EW B / EW H
    1680 x 1760 show’s in the tool.

    What is the trick with the collison, that the camera goes up the stairs?
    Is there a addition in the raytrace puzzles?

    in reply to: VR Tutorial for Meta Quest 3 Setup #70391
    tomtm
    Participant

    Both tries were wrong ))) You tested the original demo with no VR support.

    Open your browser, type in v3d.net/ec5 and you will see this

    Yes, the second link worked as VR, looks very cool.
    Did you make the changes? Or where do you have the VR- Version?

    Mst of the time I have 90 fps, biggest dip is at 79 fps.

Viewing 15 posts - 46 through 60 (of 79 total)