Forum Replies Created
-
AuthorPosts
-
vernCustomer
Ok, thank you very much Yuri! This gives me a good starting point on how I can work around it. Very much appreciated for your help as always!
2022-04-11 at 5:51 am in reply to: Global lighting (3DS Max) doesn’t work at all in 4.0 pre1 build #50982vernCustomerSorry about that, I’m not sure why the source files weren’t correct after zipping it. I attached the correct zipped project folder.
2022-04-09 at 9:37 pm in reply to: Global lighting (3DS Max) doesn’t work at all in 4.0 pre1 build #50963vernCustomerHi Yuri,
Did you have a chance to look into this to see what the issue might be?I’m really hoping to use only the environment lighting for performance reasons.
vernCustomerIs this a device specific issue? Also is there some workaround or fix for the time being?
2022-04-08 at 4:32 am in reply to: Global lighting (3DS Max) doesn’t work at all in 4.0 pre1 build #50909vernCustomerSure, I made a sample project to show you since it happens on any project from version 4.0 pre1 and newer.
Here is the link:
https://v3d.net/5h9The scene should show light just from the environment but it doesn’t. I have to add physical or actual lights instead of using global lighting. The scene in Verge3d doesn’t change when Tint or Tint Level are adjusted in the Environment settings in 3DS Max. I’m just using a solid color background (no map).
I have lights (Photometric) in the scene but turned them off for the test.
Please see attached.
2022-04-07 at 7:40 am in reply to: Global lighting (3DS Max) doesn’t work at all in 4.0 pre1 build #50870vernCustomerHello,
Is there any update on when this issue will get fixed?vernCustomerHello Yuri,
Yes, the exact same issue happens on the Augmented Reality demo. I did make sure to update, and re-export the model, etc as well.I’m running iPadOS 15.2.1 on my iPad and iOS 15.3.1 on my iPhone.
vernCustomerAny updates on this issue getting fixed or why it isn’t working?
vernCustomerI tested it on my iPhone XS Max and my
iPad Pro (12.9-inch) (3rd generation). It’s the same problem on both.Do you think it’s iPhone/iPad related or all mobile devices?
2022-03-25 at 1:13 pm in reply to: Global lighting (3DS Max) doesn’t work at all in 4.0 pre1 build #50644vernCustomerHello,
Yes, I did make sure to do all 3 of those checks previously (reexport, saved Puzzles, and checked my Verge3D version).Yes my version shows Verge3D 4.0.0pre3
I didn’t try pre2 I went straight from pre1 to pre3.
Should I try pre2 maybe?I tried to reply yesterday but it seems I couldn’t open the forums or any Verge3D web page.
vernCustomerHello!
I just updated to 4.0 pre3 build and the new texture compression still disables all AR functionality. If I turn off texture compression, my scenes launch in augmented-reality with no problem as expected.I was really hoping the new builds would fix this.
Will this be fixed soon do you think?Regards,
Vern2022-03-24 at 2:56 pm in reply to: Global lighting (3DS Max) doesn’t work at all in 4.0 pre1 build #50594vernCustomerI just downloaded 4.0 pre3 build and Global lighting still does not work at all in 3DS Max. :(
Any scene sent to Verge3D doesn’t change at all when a change is made in the Global Lighting menu in 3DS Max. Just like in the pic I sent earlier, everything is super super bright.Was this issue fixed and maybe I’m missing something?
I really need this so my projects can be launched since I can’t go back to 3.9, because I really need the line rendering and 360 vertical camera from the 4.0 pre builds.
vernCustomerI will need to do some more tests because it wasn’t easy to see where it works and where it doesn’t.
Either way it runs in puzzles when you hit the play button in the puzzle editor. Just doesn’t run when you launch that app every time.
vernCustomerThank you guys for the replies!
Ok I understand.
This pre1 build is working pretty good overall and I’m really using the new line render feature and the full 360 degree vertical camera feature that I requested so I should be ok to continue using this build til the next one comes out. :)
Note: The ‘open webpage’ puzzle doesn’t always work on the pre1 build, just so you guys know about it.
Thanks again! You guys are awesome!
Regards,
VernvernCustomerHello,
I’ve been trying to figure out the exact same thing (how to get and set the value of the jQuery roundSlider, from inside my Verge3D project).I copied the code shown in that stackOverflow link above (from GLiFTeK) for the roundSlider into my index.html file and was able to get the slider to show up correctly in my Verge project so far.
Is that the correct place for that code to go?And how exactly do I access the ‘sliderValue’ variable from Verge3D for the roundSlider like shown in the stackOverflow example?
I tried using the ‘execute Javascript’ Puzzle but I don’t know the syntax to use or if that’s even the right way to call it. Everything I’ve tried hasn’t worked so far.
I don’t have a ton of knowledge of JavaScript so I’ve spent days trying to figure this out. If you have an example it would really help!
Any help with this would be greatly appreciated!Vern
-
AuthorPosts