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vernCustomer
Do you know about when the next pre-release will be? :)
vernCustomerWow, you guys really are incredible!! Thank you very very much, and I can’t wait to use it!! :)
Very much appreciated indeed.
Regards,
VernvernCustomerOkay, thank you very much!!
That’s sounds great, I’m really looking forward to trying it. :)
Vern
vernCustomerThis worked perfectly, thank you very much Yuri!!!
The way you guys help us and add features for customers is really exceptional! :)
Vern
vernCustomerYou’re welcome!
Okay, awesome! :)
So for now I guess I can’t change it yet?
Vern
vernCustomerI just really need the 3D model to be viewed freely, without any camera restriction at all.
Please see this link to see what I mean exactly.
There should be a way to move around freely in 3D the same way you do in the 3D modeling software for example (like 3DS Max or Blender) with no problem or hasty movement at a certain point like you mentioned.
Could you please show me how to to change the limit to be 360 degree movement vertically?
Vern
vernCustomerWhenever I bake a texture map that uses a Physucal Material with the gltfComp option checked, it never carrie’s over to the baked material.
So when I export to Verge3D it’s viewable but doesn’t work in AR since that option doesn’t translate to the shell material.vernCustomerI’m using Verge3D 3.8 and 3DS Max 2022 (24.0 – 24.0.0.923).
I attached a test file for you.
One material exports fine and the other one does not. You’ll see it in the file.
It has to do with the roughness bitmap it seems. Why does one work and the other doesn’t? The one that works I exported to .fbx and then imported back in.
Attachments:
You must be logged in to view attached files.vernCustomerI need to bake the textures because the original map type (procedural) isn’t supported.
But it still doesn’t work even if it’s just using a color and not a map.vernCustomerSo in 3DS Max, I have a simple object that has the USD Preview Surface material applied to it. Let’s say I have a texture map plugged into the Diffuse input that I want to bake onto the model.
When I bake it, it bakes the texture to the same material type (USD) and puts it in a shell material. I’m baking the inputs into the correct outputs (Diffuse input map to Diffuse output, etc). It shows correctly when rendered in 3DS Max, but when I export it to Verge3D, the object is always black.
Even if I don’t use a texture map as input and just use the color for the Diffuse input and bake it, it still only shows black.
How do I fix that?
vernCustomerWhen I use Bake To Texture on a basic USD Preview Surface material, it always only shows the object in black when I export it to Verge3D.
Is there something specific I may be missing?
vernCustomerOk, Thank you Nurgeldi!
vernCustomerI’m using 3DS Max 2022 but the USD Preview Material node isn’t there still.
All the other new features in Verge3D 3.8 that I checked seem to be present, just missing the new USD material.
Is there something else I need to do?
vernCustomerWow that’s so cool to hear Jezuk! I’m so glad I could help in some way!!
I’m actually curious now how you did it without using any ‘if’ puzzles?
vernCustomerOk awesome! Was just about to check this.
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