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xeonCustomer
Depending on the previous version of blender you originally created your scene in the BSDF shader node may be incompatible. You will find the 4.2 BSDF is completely different. You will probably need to update your shader nodes on your scene by replacing the old BSDF nodes with the new version. I suggest looking at the other nodes and change logs to see if you need to update anything else.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerLights are expensive when it comes to performance. They impact redraws, triangle counts, shadow maps… and overall costly. They require lots of calculations when turned on and off. To avoid this…you may want to bake your shadows and and lights and just control lights on and off with texture changes rather than physical lights far more performant.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerAnd this…odds are there is more optimization to do and it might fix it…or there may be even more to do.
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Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerglad its working for you
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerwell….its not possible for me to answer that without seeing the code of both apps and comparing them. What you may want to do is not host the verge3d portion of you application on soft8soft servers and host it like a regular webpage on your website so that you don’t have this issue….if this is the issue. Without seeing your project I can’t actually state with any real certainty that this is the issue…just my best guess based on the way iOS is failing.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerThis is typical of a cross domain violation.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerMy guess is you have Ambient Occlusion turned on? If so try turning it off and see if the artifacts are still there.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerProvide a link to your project?
Provide the developer console and system performance data?
The project?Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerYouTube and the Verge3d wiki https://www.soft8soft.com/wiki/index.php?title=Category:Tutorials
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerVery cool. Thank you for the insight. If you find a workflow please share your process. Good luck with your endeavor.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerGood luck…. the Verge3D puzzle is dialog HTML that has the modal option.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerI dont have an answer for you but more of a question.
I originally planned on using OSL or GLSL for creating shaders as it was the most efficient for memory and performance. BUT as you mentioned online resources are very limited and really non existent for how to use them in Verge3D but you can implement them the same way you do in ThreeJS. However, why? I found that once I go down the road of creating a decent shader I have done more work that it would have taken me to create an entire project in Verge3D using standard textures and it becomes a cost benefit analysis after that. In the end I always end up on the side of not doing OSL / GLSL shaders due to the time it takes to create them. So I am curious if this is due to a memory related issue, a personal desire, client requirement?Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerOk…so that we are talking about the same things… “scene” can mean different things to different people.
Scene in the world of 3D has multiple meanings. In 3D applications you can multiple scenes in within a file. These can be anything from product objects to entire forests. In Verge3D it has two meaningss. The first is based on the Scene Puzzle. A naming convention I wish didn’t exist…It should just be called “Load GLTF” and a more generic name as the overall content within the canvas window.
The default V3D application will load a scene containing the V3D cube a light and a camera. No puzzles. To dynamically replace the cube with something else ( another scene – meaning replace the existing geo with some new geo). We have to use the Scene Puzzle and define the GLTF that we want loaded. But the GLTF does not have any puzzles associated with it.
However if your first scene contains a HTML button named “Button” when you load in the new geo/GLTF the HTML button will remain with the same functionality you originally provided. Loading in the new GLTF does not change your puzzles. So the Button will continue to work. However if you had an object called Cube at the start and you had a set of puzzles that are specific to that Cube or reference that cube those puzzles wont work once the cube is no longer loaded.
To get around this problem. You may find it easier to load all your objects into your base scene inittially, create all your puzzles, then remove the objects you want to load in.
The puzzles objects will turn red indicating they are not loaded but they will work once the new GLTF is loaded.The Load and Unload sample project is a bit basic and doesn’t quite describe the issues you are having but if all your puzzles are in the first project and you are just loading in and unloading GLTFs you are going to be good.
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerFrom my experience, I found it best to create a Master Scene. This Master scene has within it all the puzzles of all the other scenes. Then the only thing you are loading and unloading are the GLTFs.
If you load a new scene…you are ditching all your previous scenes puzzles. Its been a while since I did this last so not sure if it still works this way in 4.7
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.comxeonCustomerThe Swiss Army Knife Demo is one way to do “overlays” but is typically frowned upon in enterprise solutions because of the iframe. The buttons / menu used in the Swiss Army Knife demo could have been built directly in the project.html file and there would be no need for an iframe. This is basically how using the HTML puzzles would work as well.
However, if you are already invested and you have your menu system working in an iframe overlay then… I would definitely consider the modal puzzle or just add one using CSS if thats an option. Link to basic concept: https://www.w3schools.com/howto/howto_css_modals.asp
Xeon
Route 66 Digital
Interactive Solutions - https://www.r66d.com
Tutorials - https://www.xeons3dlab.com -
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