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Yuri Kovelenov

Forum Replies Created

Viewing 15 posts - 16 through 30 (of 5,966 total)
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  • in reply to: checkShaderErrors v3d.WebGLProgram 35715 false #78533

    Hi there,

    The error is probably caused by incompatibility of materials exported from Blender and Verge3D runtime. Please make sure that

    1. the app was updated in the App Manager
    2. the gltf was exported using the Verge3D addon of the same version

    So in the browser console, there should be something like Verge3D 4.7.1 License, and the Verge3D addon should have version 4.7.1 in Blender.

    Chief 3D Verger | LinkedIn | Twitter

    Hi Nathan,

    It looks you encountered the cross-origin issue. See this topic for possible solutions.

    Chief 3D Verger | LinkedIn | Twitter

    in reply to: Can’t reply to forum topics #78420

    Hi c4cc,

    I checked – there is nothing in spam. You might try replying to a topic again, may be it was a temporary outage etc.

    Chief 3D Verger | LinkedIn | Twitter

    in reply to: Loading progress get stucked at 50% #78390

    too many puzzles can slow down app performance or make it loading time longer

    it more depends on what operations these puzzle do, rather than on sheer number

    Chief 3D Verger | LinkedIn | Twitter

    in reply to: basepath setting #78387

    yep! you can just turn it off

    Chief 3D Verger | LinkedIn | Twitter

    Hi Micdsn,

    It’s difficult to understand what’s wrong from the screenshot. Perhaps you could try to isolate the issue step by step by simplifying your scenario to find out the root of the problem.

    Chief 3D Verger | LinkedIn | Twitter

    in reply to: basepath setting #78349

    Hi martenmonoz,

    These two files are used to load compressed textures and loaded automatically by v3d.js. Make sure they are placed in the same directory as v3d.js. There is no way to change the path in Puzzles since Puzzles are initialized after the engine is loaded. In code it can be changed like this:

    app.loader.ktx2Loader.setTranscoderPath('new_path')

    Chief 3D Verger | LinkedIn | Twitter

    in reply to: Getting error during GLTF export #78348

    Hi Ariandesign,

    Could you try to isolate the issue in a simple .blend file that you could share with us? It would help us investigate this problem further.

    Chief 3D Verger | LinkedIn | Twitter

    in reply to: Use of Verge3D addons #78335

    Hi David,

    We are currently working on making the code examples more usable with Verge3D Puzzles. In fact we converted some (simpler) code snippets in v.4.8pre2 already.

    Chief 3D Verger | LinkedIn | Twitter

    in reply to: Loading progress get stucked at 50% #78334

    Hi c4cc,

    The error message says it cannot load the LZMA compressed scene file .gltf.xz. You might reexport your scene to make sure this file exists.

    Chief 3D Verger | LinkedIn | Twitter

    in reply to: Verge3D 4.8 pre2 available! #78228

    As usual, you can get the preview bundle from the downloads page! Let us know how it works for you!

    Chief 3D Verger | LinkedIn | Twitter

    in reply to: Verge3D 4.8 pre2 available! #78227

    New things

    Here is a truly long-awaited feature: when swapping materials via puzzles, a replaced material is no longer removed from the scene, and can be re-assigned later. As a result, there is no need to bother about preserving the materials by assigning them to swatch objects when building a configurator.

    We have implemented the possibility to zoom an embedded Verge3D scene with Ctrl + Scroll as in Google Maps. You can use the puzzle set camera param to enable this behavior. Thanks for suggesting this on the forums.

    Blender-specific features

    We made the Mix Color node’s Darken and Lighten modes work properly, while adding support for the Exclusion mode. Thanks for bringing this up on the forums.

    New nodes Metallic BSDF and Gabor Texture that appeared in Blender 4.3 (currently in beta) are now supported.

    New nodes can be used to produce metal-specific effects and interesting procedural textures like this:

    We fixed the inconsistency with Blender caused by selecting a wrong UV for normal mapping.

    Other improvements

    We continued our work on optimizing both the engine’s JavaScript core and the shaders, and removing unused/duplicate code paths from them. Particularly, WebGL 1.0 compatibility code is only inserted in shaders only when needed (e.g. when running on older hardware).

    We improved click detection for points, lines, and grids.

    The default .js file of the application was simplified a bit by using a class-based custom preloader.

    Skinning and morphing are now supported for objects reflected by a reflection plane. This issue was reported through the Enterprise support channel.

    Normal mapping now properly works with skeletal animation. Thanks for bringing this up on the forums.

    Fixed bugs

    The vector math puzzle can now be plugged into both vector and numeric inputs (because its dot operator produces a number). Thanks for bringing this up on the forums.

    We fixed the crash when using the Sprite class via JavaScript API.

    We added a missing search field to the puzzle for looping through dictionaries.

    The engine can now handle Points and Lines from glTF files created by some third-party exporter. Thanks for reporting this on the forums.

    Auxiliary objects such as points, grids, lines, sprites, etc no longer corrupt rendering when outlining is enabled. Thanks for bringing this up on the forums.

    Documentation

    We reworked the API documentation so that its 50+ code examples can now be easily copied and pasted into the exec script puzzle, and will work without any modifications.

    Chief 3D Verger | LinkedIn | Twitter

    in reply to: Colorpicker connection in WordPress #78196

    Sure. Alternatively you can deploy your Verge3D app on the same domain as your website rather than upload to Verge3D Network.

    Chief 3D Verger | LinkedIn | Twitter

    in reply to: Colorpicker connection in WordPress #78184

    Hi there,

    From the error message I can see that the Verge3D app is deployed on a different domain (on Verge3D Network) which forbids it from accessing the parent page. The best way to overcome this limitation is to use the call method + postMessage puzzle:

    https://www.soft8soft.com/docs/manual/en/puzzles/HTML.html#dom_object_call

    Chief 3D Verger | LinkedIn | Twitter

    in reply to: Licensed, but still Trial? #78178

    Hi Jeff,

    Your Verge3D installation is fine and up-to-date. It appears that the engine library is still of version 4.6 and not activated by the license key. This can be fixed in the App Manager by updating the application, after which you better re-save the Puzzles also, and re-export the glTF files. Finally you’ll need to re-upload the updated app.

    Chief 3D Verger | LinkedIn | Twitter

Viewing 15 posts - 16 through 30 (of 5,966 total)