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xeon

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Viewing 15 posts - 91 through 105 (of 1,333 total)
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  • in reply to: Digital twinning with Verge3D #78240
    xeon
    Customer

    The first thing you have to do is find a way for your departments to trigger an on and off state that can be interpreted by V3D. How you do this is going to be up to your team. It will also depend on your department startup and shutdown procedures and what type of physical and geological distances there are between the departments.

    The simplest approach would be to create your app with a segregation page on startup.
    The first page would be your app with the animations of the departments. The second page would be departments status page. This departments status page would then post a message to the server that the status of the department is changed. Then every few seconds they first page will poll the file for any change… if a there is a change it reads the file in and changes the state of the animation.

    The data file can be a CSV file with three fields. As an example it might be T,T,T or 1,1,1 indicate all three departments are running or F, F, T or 0,0,1 indicating only the third department is running. You would read in the data and treat it as a list using puzzles.

    So there is also the issue of a one department turning off another….so you may want to have logins for each department … depends on your security needs.

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

    in reply to: Video textures start with a massive delay on IOS #78194
    xeon
    Customer

    are you preloading the video files in the init tab?

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

    in reply to: Digital twinning with Verge3D #78193
    xeon
    Customer

    Its can be done but it will be up to you to get your inbound data in a format that can be read by Verge3D, JS, etc. It can be as simple as a state on a webpage that changes and this notifies Verge3D that a change has occurred and to play an animation or stop an animation. This can be done using the Call Method puzzles. You could also store data in a file and Verge3D read the file based on a set interval and update your animation playback as needed. You could use the data puzzle and post data….. there are lots of built in ways to do this.

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

    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

Viewing 15 posts - 91 through 105 (of 1,333 total)