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webCustomer
I just did a few tests.
Empty scene with just a camera (IBL PMREM):
2 LightsEmpty scene with just a camera (IBL LP + Cubemap):
3 LightsEmpty scene with just a camera and 1 spot light (IBL PMREM):
2 LightsEmpty scene with just a camera and 2 spot lights (IBL PMREM):
3 LightsEmpty scene with just a camera and 1 spot light (IBL LP + Cubemap):
3 LightsEmpty scene with just a camera and 2 spot lights (IBL LP + Cubemap):
4 LightsIf HDR is turned on or off doesnt matter. Could you check whats the count on your side? Sidenote: Using Max not Blender.
webCustomerIn that particular scene all of that objects are displayed at the same time. So I could only use replaceTexture when doing a copy of the material for every single object. Which makes the approach, exporting with only one material for all the objects, obsolete.
But I don’t get what would be the real world approach for the quote I referenced in my first post from the documentation. Only thing I could see is that the images arent loaded on startup.
webCustomerThere are 100% no lights in the scene. I’m using a small init scene which just got the “standard” verge settings, environment map and cameras.
I tried deleting them on runtime via js. But this doesnt seem to work for all lights, only the “unnamed” light can be deleted and this changes the lighting of the scene. Don’t really know why, I think this must be something like automatically generated stuff.
webCustomer@NaxosCG
Sry dont know why this bug is occuring. I had zero problems with it, but I’m also using no puzzles just pure javascript. But this shouldnt make a difference.
@jdhutchinson
I think there are many items missing in the documentation. But you can see the current settings when you just do aconsole.log(appInstance.controls)
webCustomerSry to hijack that thread, I’ve experienced that iOS issue too many times. I also did notice that it was related to the memory management in iOS. But I wasnt able to find a specific value were that limit is. Do you have any detailed information about this Yuri?
webCustomerI’ve just activated the dampening too. It producing the desired effect pretty good, but there are tiny “stutters”. Right before the camera stops, the camera makes a tiny jump. It seems that the “inertia” is producing a kind of range, and the camera snaps to the closest value in that range.
Is there anything to fix that “snapping”?
webCustomerThx for the update, will try it asap.
Can you use the new AO also via puzzle/programatically? So that a max user can work with this too?webCustomerYou can control pretty much when using javascript directly instead of the puzzles. Like that for example:
appInstance.controls.enableZoom = true; appInstance.controls.enablePan = true; appInstance.controls.enableRotate = true; appInstance.controls.minDistance = 10; appInstance.controls.maxDistance = 700; appInstance.controls.autoRotateSpeed = 0.5; appInstance.controls.enableKeys = false;
webCustomerThx for the raycasting fix, can confirm that it works great.
Performance drop before was 119fps, now only 10fps.webCustomerPushing that topic, any ideas?
As I can see this is a “globally” related Verge3D “issue”, not application specific (except the application isnt quite gpu heavy).webCustomerInteresting topic. I would also be quite interested into using the advanced tone mapping, or stuff like lut profiles.
webCustomerOkay, thx for the write up.
webCustomerJust a simple “Free Directional Light”
webCustomerI dont think so. I thought that its just the preferred way, not mandatory.
webCustomerOkay, then this is just something I’ve to keep in mind.
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