We use cookies to ensure that we give you the best experience on our website. If you continue to use this site we will assume that you are happy with it.

vklein

Forum Replies Created

Viewing 15 posts - 16 through 30 (of 47 total)
  • Author
    Posts
  • in reply to: Invisible collider (clickable)? #49177
    vklein
    Customer

    Yes, going into the glbs after objects is a possibility but we will be bulk importing glbs from a gigantic catalogue with no knowledge on the inner hierarchy. Any chance to get invisible, but colliding objects? Something like in scene but not visible in render?

    in reply to: Exclude Objects from raycasting? #49175
    vklein
    Customer

    I didn’t get physical material working with emissive and opacity texture at all so I’m forced to use Standard Material which can only be emissive max 100% and shades flat. I need more than that. What would be a physical material setup for godrays? Tried and failed, see attachment.

    Attachments:
    You must be logged in to view attached files.
    in reply to: AR in IOS #38428
    vklein
    Customer

    Objects suited for Verge and AR could be something like this (different qualities, depending on budget):

    https://www.mediaprojekt.tv/show/verge/Kuehlschrank/Kuehlschrank.html
    https://www.mediaprojekt.tv/show/verge/WSW_Teil/WSW_Teil.html
    https://www.mediaprojekt.tv/show/verge/AWS_90_AC/AWS_90_AC.html

    Substance Painter for instance can export gltf and usdz files. Also there are some web-services. And some apple tools on OsX.

    in reply to: GLTF 2 material problem with color correction #38427
    vklein
    Customer

    I just saw that you officially don’t support advanced settings in Color Correction node which I used to change the gamma. Then I of cause can’t blame you for ignoring it. Then at least a “linear” checkbox in texture properties become even more reasonable solution.

    in reply to: Texture baking max size and multi-threaded #38426
    vklein
    Customer

    To give you a perspective, this is a typical medium sized scene (still stripped of all too unholy big meshes like kitchen appliances, small goodies or complicated plants (they will be taken care of and simplified in later process)) right after the export to verge. Still full of problems and about 1.7 million polys with hundreds 3dsmax Physical materials raw converted from VRay materials. This puppy gives me 290 2K baked Verge maps adding up to another 220 textures it’s straight funnel through untouched. It will need a lot of material tweaking and light baking to make it pretty. A lot of work by itself.
    The export takes on my 16 cores Threadripper about 5 minutes using only ONE of the 16/32 cores. You can perhaps imagine that iterating through the whole scene with this ridiculous times is impossible.
    Bin size 58.4 MB / packed 16 MB, gltf 1475 KB to 65 KB (kudos for this your packing is great)

    Verge scene:
    https://www.mediaprojekt.tv/show/verge/Puzzle-Room/Puzzle-Room.html

    Like you see it now it’s totaling 42 MB

    The goal is to get it to look as near as possible to this rendered look:
    https://download.mediaprojekt.eu/index.php/s/Pw39MkHLFPYYHyN

    So you need to test it bit by bit, but Verge can’t export sub-scenes right now only the whole thing.
    You have to split it up in multiple max files, test/export them on their own and rejoin it later. On top of changing assets, tight deadlines and customers changing the thing an a daily basis. At some point you have to iterate on the whole. Everytime waiting for 290 textures to bake in glorious 2k despite you would only need them in 256-512 at least for testing. Then post process (rescale, some color correction) all exported textures to get the whole thing down to a manageable download size and after opening also fits into an ordinary office GPU or iPad memory.

    in reply to: GLTF 2 material problem with color correction #38420
    vklein
    Customer

    Thanks a lot. It a whole node baking in this case is too much or 3dsmax defies a clear/right solution (3dsmax file gamma handling isn’t always sane) at least a Verge texture parameter like “linearize map” or “use linear” telling Verge to use that particular texture different would help at lot too. But yes a right whole material node tree evaluation prior to baking would be the right solution.

    in reply to: GLTF 2 material problem with color correction #38287
    vklein
    Customer

    A test scene here:

    https://download.mediaprojekt.eu/index.php/s/JrD5gqHzTLayXWd

    the roughness map is read with default gamma (in file dialog automatic) which is corrected with a Color Correction. The resulting combined ao-metallic-rouch map from Verge after export looks like the input not like the color correction. And yes 3ds max is ignoring it in the display too.

    This is the look it should have after I manually Gamma corrected the Verge exported combined texture with a 2,2 gamma, much rougher everything:

    https://www.mediaprojekt.tv/show/verge/WSW_Teil/WSW_Teil.html

    in reply to: AR in IOS #38283
    vklein
    Customer

    Some developments here? Almost all my customers asking for AR want it in iOs. There are whole sales persons armies equipped with iPads eager to show their products in realtime / AR and we have to create separate usdz files with some limitations (no interactivity) and not in Verge.

    in reply to: ‘Exported Selected’ only from 3ds Max #38087
    vklein
    Customer

    I second this, splitting 3dsmax files is a nightmare in maintaining and updating data throughout all of them. Verge3D exporting only selected or better by Layer or Groups (using the layer/Group name in the process) is much better.

    in reply to: max video size in Verge3D? #36010
    vklein
    Customer

    Sorry,

    the console is your best friend :good:

    “has been blocked by CORS policy: No ‘Access-Control-Allow-Origin’ header”

    Your https://cdn.soft8soft.com/videos/yellow_fish.mp4 own demo video don’t trigger a CORS error from local Verge play.

    It don’t run from local, Verge3d folder and video on same domain works.

    Performance is great for webm, a lot worse for mp4 (2-5 fps here)
    see for yourself:

    webm version:
    https://www.mediaprojekt.tv/show/verge/PanoTest/PanoTest.html
    mp4 version:
    https://www.mediaprojekt.tv/show/verge/PanoTestmp4/PanoTest.html

    click on the box

    8K raw Videos:
    https://www.mediaprojekt.tv/show/verge/panotest.webm / .mp4

    Not our video, please don’t publish, it’s a test-clip from the net, we will go into coding parameter with our own videos as soon as our product starts taking shape.
    tested on newest Chrome browser

    in reply to: Camera angle zoom #35981
    vklein
    Customer

    Is there any work on this? I need to change the camera fov (viewing angle NOT position) by mouse-wheel for my project. Setting the camera (fov / zoom) is a must. Atleast give me the posibilitynto use camera fov animation from 3dsmax so I could set animation frame in order to “zoom”.

    vklein
    Customer

    Rescaling scene to meters, resetting trsnsformations/scale, renaming aery object to unique names and attaching non working objects to working objects fixed the problems for now. This particular 3ds max scene was cursed, I don’t want to bother you anymore with this shit.

    vklein
    Customer

    Even reducing the file down to only 2 objects and 2 materials with totally different materials than my metals exports a file with metals on. Thinking of some old cache error. Tried 3 browsers (Chrome, Firefox, Vivaldi), with scene never loaded before, same result.
    Verge somehow caches materials from history on export?
    Other scenes, mine and Verge demos export fine.

    vklein
    Customer

    And I am getting this:
    see attachment

    Attachments:
    You must be logged in to view attached files.
    vklein
    Customer

    The black one on the outer profile. Multimaterial Called “N_ALU”, 3rd submaterial “Aussen”.
    Color it red or anything else.
    ->sneak peak
    materials on the profiles are exchanged randomly

Viewing 15 posts - 16 through 30 (of 47 total)