Forum Replies Created
-
AuthorPosts
-
2024-09-16 at 9:13 pm in reply to: how to manage the challenge of a large scene size v3d file #77386xeonCustomer
Pollinator Park is really a great example! Agreed!!!! but not done in Verge3D.
There are actually great resources online how this application was built and what apps were used to create it. But the scene transitions and loading is very well done.The environment holds three scenes for lack of a better term….the scene you are in and the one before and the one after….there is not alot of branching going on. There is also a transition area where depending on your internet speed you are in this walkway between rooms…and this is where last minute loading is ocurring. No progress bar…just reduces your speed to get through the hallway.
They also implemented LOD. Something V3D has sort of implemented but not to the level some other game engines use that makes scene loading much faster. The LOD is based on Camera distance and priority. Very cool stuff. Not only does it use LOD for the models but LOD on textures. Gotta love that.
The load unload we currently have does allow us to do just what you would expect…the LOD thing….well…thats another issue. LOD does exist if you want to dive into the JS of it. But nothing in puzzles yet. And what we have in code is well… described here:
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerBased on what you are stating I have to make some guesses and you will have to let me know if any of this makes any sense or not.
If you create a V3D project “MyTestProject”. V3D will create a project folder called MyTestProject and within it is a blend file called “MyTestProject.blend”.
If you run the HTML file MyTestProject.html by using the HTML button in the App Manger all works.
If you open the MyTestProject.blend file in Blender you get the default V3D cube. If you delete this and replace it with a Blender default cube….then you export the file as a Verge3D GLTF…not a GLB or any other GLTF type and you ensure the name of the GLTF is MyTestProject.gltf. This should work with no issues.
Key things…
– make sure the Verge3D plugin/addon is enabled in blender preferences
– make sure to export as “Verge3d GLTF” not any other
– make sure your GLTF file name is “MyTestProject.gltf”
– make sure you are saving your GLTF to the App Manager application folder.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerI wish I knew….no longer a Max artists…its been way to long to give you any good advise but I am sure there is away.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerIf Blender…this will work: https://www.youtube.com/watch?v=sJTEJKQ0lYw
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerWhat software are you using? Blender, Max, Maya????
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-11 at 5:37 am in reply to: Blender 4.2 – best settings for transparency rendered in Verge3d? #77305xeonCustomerIt depends.. each method is based on your needs and has it advantages and disadvantages based on your specific needs. All three hash, clip and blend all have purposes and use cases. You shader setup also has a great impact to how they perform .
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerOk…two things come to mind that you can validate
1. If your object has keyframes…then be sure to set the play animation to frame 0 and not let it animate. You can also achieve this in Blender by unchecking the AutoStart option.
2. Setting your origins. Since you are new to Blender its possible your origins are not where you think they are? To validate add a simple default cube to your scene at 0,0,0 and scale it to fit your scene. Apply the scale. Then go in the V3D and see if the cube is at 0,0,0. then try to move it to along the z axis using animate parameter. If it works…then the problem is with orgin of your object. Please note that if you Apply All or Apply Location …the origin moves back to 0,0,0. So you would need to reset the origin.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com2024-09-07 at 5:43 pm in reply to: Feature Request: Create the illusion of thickness in without adding extra geometry. #77254xeonCustomerNormal map
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerHi there
Thank you for your interest. We are currently at full staff levels but will resume hiring in February 2025. Feel free to send a portfolion link to xeon [ at ] r66d [ dot ] com along with a resume and our team will look at it and get back to you quickly.Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerYou are in the “Init Tab” change over to the “main” tab or any other tab in the Application Manager then look in the Systems puzzles and you will find it. Since you cant place the Print Performance puzzle in the “Init” tabl the puzzle is not displayed.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerMay want to look at this thread:
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerHi there,
We have done a few team based V3D projects and have tried a number of approaches but it always seems to come down to the skill sets of the individual teams members and the project requirements.We normally break our teams into Blender Artists, V3D dev, HTML/CSS dev, JS dev, lead creative and a producer. This seems to work out for most projects but when you have a heavy V3D project and tight timelines…then we need multiple V3D devs and multiple Blender artists…it can get complicated fast.
What we do is our 3D assets are created as linked assets to larger Blender project file. This master file, is then published at regular intervals so V3D devs can continue their work.
We have a V3d/JS developer who is responsible to merge V3D tabs, and JS into a master V3D project. This master V3D project is updated on a schedule…and the Creative Director and Producer review the project and provide feedback to the teams.
This requires lots of communication and is really a pain in the ass.
We try to segment parts of projects out so that one person is working on one object/sequence while another person is working on something unrelated. But sometimes the two shall cross.
For situations where there budget is lean and the time is still tight…we run three overlapping shifts where each team member has both Blender/V3D experience. At shift overlap time, the prior dev explains where the project is what is being worked on and the new shift person can take over from that point. NOTE: This only works if people on the team work well together and can communicate effectively otherwise this is not a great solution.
These solutions also rely on having a good backup repository that can be accessed across multiple platforms, devices and the globe.
Not an easy solution but look forward to hearing how others are doing it.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerNice test…. the menu/map is a bit confusing because I am thinking the 360 camera will be facing the corner I have selected vs pointed towards the center of the room…but this is a subjective thing. Nice intergration.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerOk so we are on the same page Verge3D does not support “particles” as defined by 3D software such as Blender. However if you have 100s of unique objects ( preferably duplicate linked objects that you have animated) in a collection… then you gave some options.
So let’s say you object animate from frame 0 to 100 and that is the into sequence, then they move about from 101 to 200 and the exit screen from 201 to 300.
You could use the play animation puzzle. Animate from frame 0 to 100 as your object select a collection. Then use the when done option to animate frames 101 to 200. You can set that to loop if need. Then on some event you use the same type of play animation puzzle to play frames 201 to 300 for your collection.
Just be sure to use an object selection of group vs object and your set
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerOk so we are on the same page Verge3D does not support “particles” as defined by 3D software such as Blender. However if you have 100s of unique objects ( preferably duplicate linked objects that you have animated) in a collection… then you gave some options.
So let’s say you object animate from frame 0 to 100 and that is the into sequence, then they move about from 101 to 200 and the exit screen from 201 to 300.
You could use the play animation puzzle. Animate from frame 0 to 100 as your object select a collection. Then use the when done option to animate frames 101 to 200. You can set that to loop if need. Then on some event you use the same type of play animation puzzle to play frames 201 to 300 fir your collection
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com -
AuthorPosts