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xeon

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Viewing 15 posts - 46 through 60 (of 1,285 total)
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  • xeon
    Customer

    Nicely done!

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    xeon
    Customer

    Here is an example that may provide a bit of clarity.

    https://cdn.soft8soft.com/AROAJSY2GOEHMOFUVPIOE:f2f27a4091/X3L_MultiCam3/X3L_MultiCam3.html

    Drag the yellow cube in either view.

    The CallMethod and PostMessage is one way to do this. It may not work for everyone’s particular project needs but I find it extremely useful when needing to display the same object from different angles at the same time.

    In the QuickTip I did not go into detail on how you control synchronization of the scenes as I left that creative freedom up to the viewer/developer. I will have to create a separate tutorial on scene synchronization but the above demo will give you and idea that it can be done.

    The complexity is the communication between views and insuring you handle variables and data so that it can be communicated easily.

    Hope this helps.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    xeon
    Customer

    In the video there are two sections…one showing this using two different GLTFS and the second part showing this using one GLTF. You can control one view with the other including cameras, hiding objects, animating objects. The logic for synchronization is all up to the requirements of the project. In the second part of the video I show how you can have this synchronization between the two windows with the single GLTF. Perhaps I did a poor job on this QuickTip and the concept did not come across. I will have to consider a more detailed approach in the future.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Split screen / picture in picture #78064
    xeon
    Customer

    QuickTip Tutorial here: https://www.xeons3dlab.com/post/multicamera-picture-in-picture-using-verge3d

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: ambient lightning #78039
    xeon
    Customer

    I think it will all depend on your specific lighting needs and how subtle the effect has to be. If you are trying to replicate lighting found in ray tracing and the subtleties of low light conditions and do this dynamically bouncing from interior to exterior or low light to sun light you are going to be in a difficult situation.

    Depending on your scene complexity adding physical lights may make the scene overly bloated and non performant, where as baking two sets of textures (exterior and interior) may not be practical…then you are left with very few choices.

    Equirectangular vs CubeMap…I think thats a subjective call depending on your scene needs and wether the poles created in a equirectangular map are really causing an issue or not. From the sounds of it..they arent…its just that the HDR you are using is casting too much light for your interior scene.

    The good news is the Verge3D_Environment_Shader material is accessible through the material puzzles. This allows you to use Mix Shaders that allow you to add filters to an HDR or mix between 2 or more environmental textures to get something you like or two change from day to night, interior to exterior. Just don’t animate them bad stuff can happen but have had no problem swapping settings unless this is for mobile deployment…then it may be a big tough.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    xeon
    Customer

    Happy to help…as I am sure many here would be. A little more information is needed.
    Can you show a screen shot or you v3d scene…and your puzzles?

    The scene – often times… there are objects that are blocking an object causing clicks not be registered….xray mode will help with that.

    Puzzles…some times…the logic has events and timing that could cause delays and the when clicked events are just missed. Have you tried placing “print to console” statements in your on when clicked events to make sure they are triggering?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Post Processing; the bloom puzzle help. #77767
    xeon
    Customer

    Could you show your puzzles and the material nides you are expecting to influence… a screen pic of the scene showing the lighting would help too

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    xeon
    Customer

    nice catch!!!

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    xeon
    Customer

    is your scroll bar an HTML element or a 3D object?

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    xeon
    Customer

    Are you using the Verge3D gltf exporter or 3dsmax gltf exporter?

    When you export a scene with 4 cubes and a camera (no light) with all the same basic material…
    If the cubes are copied, duplicated, or instanced in a way that is not compatible with instancing in a GLFT export…they will be unique geo in the GLTF. If you are successful and creating the instances the Geo buffers = 2 if you are uncessful the geo buffers =5.

    The requirements for instancing to work in GLTF is pretty limiting…if I recall. All instances have to be instances from a single source mesh. Meaning no instances of an instance. All instances have to have the same material….there are some other rules..cant think of them right now.

    However one work around is to create a empty at a origins of your instance objects…then delete the instance objects in your scene leaving only the empties and the original source meshes then within V3D clone your source objects to the empties at the start.

    This insures quick load times, and you have complete control of your cloned objects.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    xeon
    Customer

    Well… I am not sure if you question is related to Blender performance or whether its about how that scaling is translated to Verge3Ds performance. I am going to go with the later.

    The 1024px image will be far better for V3D than an 8K image so if the 1024px image gives you the detail you want…stick with that.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Split screen / picture in picture #77684
    xeon
    Customer

    Hi David,
    Contact me at xeons3dlab[at]gmail[dot]com

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Project Optimization #77683
    xeon
    Customer

    Optimization is a strategy based on so many factors. Changing out BSDFs will help a bit but you would have to do your own tests to see how much efficiency you get out of it for your application. Your current scene and materials are very light at the moment but if you expect a significant increase in them…then yes..you may want to add this to your overall optimization strategy.

    Baking textures is another optimization strat. Different in its uses and has different potential benefits. In most cases, the idea is to create normal maps for high poly objects and created normal maps to reduce geo. Or it can be to reduce redraws and overall memory usage or it can be a simple way to have shadows without having lights. Lots of options with baking textures.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Project Optimization #77625
    xeon
    Customer

    So your background wall…needs to “look” 3D and no reason it can’t with proper textures. Your walls need to have an emission glow layer…no problem…still a material will solve this. Far less expensive and far more performant than a mesh…but this of course is your call.

    Obviously I don’t know the design criteria for you game but there are a lot of modeling details that could be optimized. Now..with that said…your performance gains will be minimal in this area at this moment but could depending on you overall game design become significant. So its always best to start off with optimal assets you can clone or replicate. Panel0 is currently 407 triangles…this panel could easily be reduced to 240 by deleting inside faces, and using a texture. With some careful planning you can get this down to 66 triangles but you will need to create code to manage some cloning of parts. But get the rest of your game built then come back and plan on optimizing these assets.

    Textures will allow areas, lights, panels, etc to glow independently. So no need to assign multiple materials…just need a good UV map for color and one for emission. Depending on the colors you use..you could also color pack four maps into one.

    As far as how to remove faces…in Panel 0, you have 4 objects that face the outside each of these sub objects are close to the front face of the larger object…all of the rear faces can be deleted as they are never seen.

    Scrolling games are typically 2D…even when created in 3D because of the efficiency and performance. If you are wanting to create an perspective view scrolling game then a 3D floor might make since otherwise the camera angle is defined and a texture would be better and a lot easier to manage and far more performant. Your render out the camera angle of your floor to an image and then place that image on a plane in front of the camera and you will not be able to tell the difference. The benefit is only 2 triangles. You can still have the floor glow green like you are doing but you just simplified it.

    Regarding web based games. Since you are going to target different devices and resolutions..you may want to consider loading in different assets for different devices.
    If its a small phone screen and bandwidth is bad….load in a different scene than if you are on a desktop with a great GPU. The layouts and screens are going to be so different. Are you going to take into consideration landscape and portrait or are you going to lock one out?
    Serving mobile games on a web server means extremely efficient code and optimization far more important than doing a mobile app via cordova. Now of course the most important question is how big is your game and will it load on a mobile device? I don’t know how big your game will be.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

    in reply to: Project Optimization #77613
    xeon
    Customer

    Ok…so your loading time is pretty quick. On average it takes under 3 seconds to load.
    Your project is pretty light weight but if this is going to be a game there are things you will need to consider as load times could get large.

    Performance ( after the loading )
    The back wall should really be a textures with a normal map and perhaps the cylinders on that wall stay 3D objects. Unless you are doing something with them that requires all that geo.

    the floor elements – unless moving should also be one object and unnessary faces and geo removed from adjacent elements.

    Puzzles….
    you have two key down events and three key up events….I would recommend re-writing these so you just have on key down and one key up event.

    you have two Every Frame events…. i would recommend rewriting so you only have one.
    I would also consider that there are potentially ways to eliminate many of the the things you have in Every Frame events. The more you can reduce the logic in these events the better.

    You have many after X seconds….events. With this sort of logic you could have conditions where events will be missed, our cued and cause lag and or prevent other items from triggering while a wait state completes, especially when the timer is triggering animation.
    As an example a kick or repeated pressing of 5 on the keypad…many events are going to be missed or queued and because the animations is already playing and the time event and animation are on going… the animations will either be truncated and restarted or skipped and this causes performance issues. To solve this sort of thing you would need to create some logic for what should happen if the 5 key has been pressed and the animation is playing on in a wait state…..you could tell the play head to go back to start frame on interrupt…or ignore additional input….but something. But because you have these nested timers, a different approach may be more useful.

    You are also using physics….this will slow things down too from a performance stand point.
    I am not sure how you are using it or what its purpose is but I am guessing that if the character hits an object it should do something (play some animation sequence). If the objects are predictive, meaning they move or are static, I would use a different method of collision detection to avoid using physics if possible.

    Performance is going to be measured by the target system requirements. Are you wanting this to playback on a mobile device via web server, going to output in Electron, Cordova?

    • This reply was modified 2 months, 4 weeks ago by xeon.

    Xeon
    Route 66 Digital
    Interactive Solutions - https://www.r66d.com
    Tutorials - https://www.xeons3dlab.com

Viewing 15 posts - 46 through 60 (of 1,285 total)