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Forum Replies Created

Viewing 15 posts - 76 through 90 (of 213 total)
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  • in reply to: Drag sensitivity #33912
    web
    Customer

    Okay, thx

    in reply to: Overlay webGL – pointer-events #33911
    web
    Customer

    I just see how to set animated frame by scrolling. Not by dragging like orbit controls.

    in reply to: Overlay webGL – pointer-events #33897
    web
    Customer

    Would it be possible to let the camera rotate/orbit in predefined angles? Or can you remap the orbiting to set animation frames instead of navigating the camera?

    in reply to: Support for 3dsMax Camera Map Per Pixel #33879
    web
    Customer

    I dont quite now how this would technically work on the webGL side. But its good when you got prerendered images from highly detailed model and want to project them onto a low poly model.

    It would be great for a current project I’m working on:
    https://dreidesign.com/dev/

    I got a prerendered image sequence rendered a predefined camera path. If you could project this image sequence onto a low poly model it would be great.

    in reply to: Clip/Cutout objects by geometry #33877
    web
    Customer

    Sadly not. My problem is that the geometry is being overlapped by other geometry. I wanted to save myself time with keep that overlay instead of cutting the geometry by hand in 3d.

    in reply to: Overlay webGL – pointer-events #33875
    web
    Customer

    Yeah I set the background as transparent. When there is no way to pass pointer events to the 3d canvas and the underlying html element, I need to find another approach.

    in reply to: Overlay webGL – pointer-events #33871
    web
    Customer

    I dont know how I can ignore pointer events for just the v3d background. I can only disable pointer events for the whole v3d container.

    in reply to: Overlay webGL – pointer-events #33833
    web
    Customer

    I think we not talking about the same.

    I’ve prepared an example, hope its understandable:
    The first url is like it should be. The webGL overlays the imagerotator and the webGL container is set to “pointer-events:none”. Rotating works like it should be:
    https://dreidesign.com/dev/

    But I also would like to have the webGL clickable/hoverable. Therefor I would need to set the pointer-events back to normal. But then I loose the events of the imagerotator. See my second example:
    https://dreidesign.com/dev/index02.html

    So at the moment my approach would be. Disable all kind of camera controls in v3d. And have the v3d background ignore any pointer events so that they are passed to the imagerotator.

    in reply to: Overlay webGL – pointer-events #33825
    web
    Customer

    I did that. So that isn’t a problem. But because the webGL is overlaying the imagerotator container, I can just choose to use mouse events for v3d or the imagerotator not both. And this is the problem I currently have.

    When I set the pointer-events for v3d container to “none”, I can have a perfect sync with the “set animation frame” but I loose the possibility to have hover and click events in the v3d.

    in reply to: Export error 3dsMax Verge 3.4 #33818
    web
    Customer

    Your mentioned workaround fixes the issue. Thx.

    in reply to: Match camera exactly to viewport #33817
    web
    Customer

    Could get it working. You just have to make sure that the render aspect in 3dsMax equals the rendered image aspect. Because verge takes the set aspect into account for webGL.

    in reply to: Clip/Cutout objects by geometry #33814
    web
    Customer

    Thx for your writeup.

    Problem is that “clipping planes” isnt enough for me. I need a more complex clipping. Also I don’t really need a real geometry clipping. It would be sufficent for my use, if I could apply a material to an object which “clips” all the geometry in the scene. So that this geometry would just be treated as it would be a transparent background.

    in reply to: Oppo Find X2 Pro #33733
    web
    Customer

    Thx guys, as far as I know the client was happy :)

    This was quite a project. To get the highest quality for as many devices as possible, I’ve implemented a litte benchmark. Which is measuring the performance during the intro animation. And then setting predefined quality settings based on the measured fps.

    in reply to: Verge3D 3.4 pre3 available! #32917
    web
    Customer

    Hmm just wanted to prepare the file for you, but now its working?! Strange thing was that this error happend when the exporting was already done.

    in reply to: Match camera exactly to viewport #32916
    web
    Customer

    What exactly do you mean with render with verge3d?

    I’m trying a hybrid version of pre-rendered images and overlaying webgl content. Because a pure webgl version is to overkill. We got threes, humans, cars, grass, approx. 30-40mio polys so no way to show that in webgl.

Viewing 15 posts - 76 through 90 (of 213 total)