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Yuri KovelenovStaffYuri KovelenovStaff2024-07-08 at 5:24 am in reply to: Vertex colors vs Materials – do they affect render call or geometry buffers? #75750Yuri KovelenovStaff
Baking textures (such as light map/shadow map) can help raise the visual quality of your scene and avoid using GPU-expensive operations like real-time shadows or AO. So it is not about saving the video memory but more about the performance and quality.
The downside is that the application will need to load a baked texture meaning longer loading time. Also baking cannot be employed if you use animation / dynamic shadows.
Yuri KovelenovStaffHi c4cc,
Verge3D/WebGL renders a mesh by processing its geometry information (coordinates, normals, texture coords, vertex colors etc) stored in long arrays. Those are called “geometry buffers”. Big meshes imply large geometry buffers and require more video memory.
When rendering meshes, Verge3D/WebGL must mark a mesh’s geometry buffers “active” and also select a shader (a GPU program), and may be do some other stuff. Only after that, WebGL would issue a command to render this mesh. The whole procedure is called a “render call”. The more different geometry buffers and different shaders (in the 3D software, “materials”) are contained in the scene, the more render calls will be needed.
Preparing for a render call is a CPU-intensive operation that affects the FPS. Thus, you want to have as less of render calls as possible. This can be achieved by batching similar meshes into one, and by using less different materials. Hope this helps!
2024-07-05 at 5:08 am in reply to: Vertex colors vs Materials – do they affect render call or geometry buffers? #75729Yuri KovelenovStaff2024-07-04 at 5:42 am in reply to: Vertex colors vs Materials – do they affect render call or geometry buffers? #75718Yuri KovelenovStaffHi c4cc,
Using vertex colors instead of textures can save you video memory, make the app load faster, and improve performance somewhat. Check out this optimization advice for further details.
Yuri KovelenovStaffYuri KovelenovStaffYuri KovelenovStaffYuri KovelenovStaffYuri KovelenovStaffawesome work, and very useful!
- This reply was modified 6 months, 4 weeks ago by Yuri Kovelenov.
Yuri KovelenovStaff- new material: Fine Oil Paint
- new material: Nylon, which approximately reproduces the subsurface-scattering effect (SSS)
- drastically optimized textures for all mats (some were cut to one-forth of their original size)
- unnecessary textures were removed or replaced by nodes
- rendered new preview thumbs for the product page
The library is compatible with Blender 4.0 or later.
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Yuri KovelenovStaffYuri KovelenovStaffFor those who are interested, there are more nice web interactives on the guys’ website. Especially loved this one – liquid methane bunkering vessel.
- This reply was modified 7 months ago by Yuri Kovelenov.
Yuri KovelenovStaffAwesome experience!
- This reply was modified 7 months ago by Yuri Kovelenov.
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