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Yuri KovelenovStaff
Hi Thomas,
We decided to not ship the directional cone feature so that to not over-complicate the puzzle. You can possibly create a puzzle plugin based on our puzzle to implement it.
Yes, the latest optimizations will across the shader code, not just Principled BDSF.
Yuri KovelenovStaffYuri KovelenovStaffHi jamjam,
Perhaps you could create a topic on the Jobs forum to find a developer or consultant for this task?
Yuri KovelenovStaffYuri KovelenovStaffYuri KovelenovStaff(Sorry for slow response) Glitch looks good, but integrating it would mean adding a dependency.
Good news that it is now possible to export and backup your projects right to Verge3D Network: https://www.soft8soft.com/docs/manual/en/introduction/App-Manager.html#exporting_applications
2024-10-01 at 6:40 am in reply to: How to reference a Verge 3d varible in a Javascript Code Puzzle #77737Yuri KovelenovStaffHi blippypixel,
Good question! You cannot access puzzles’ variables directly, by you can use a procedure this way:
v3d.puzzles.procedures['getVar']('myVar1'); // 'Hello' v3d.puzzles.procedures['getVar']('myVar2'); // 'Verge3D'
- This reply was modified 1 month, 3 weeks ago by Yuri Kovelenov.
- This reply was modified 1 month, 3 weeks ago by Yuri Kovelenov.
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You must be logged in to view attached files.Yuri KovelenovStaffYuri KovelenovStaffYuri KovelenovStaffYuri KovelenovStaffAh, the famous Egypt scene that we got a video for
I see there is some room for further optimization with regard to texture size. Some of the textures are non-power-of-two (not 512, 1024 etc) which causes the engine to re-scale them during loading. E.g. Map #4627 – 1018×800 (see the performance profile)
There is also a map texture with 5kx5k size which can probably be down-scaled to 4096×4096 px.Real-time shadows is a real bottleneck in this scene – I dunno if those can be baked. Or may be cascaded shadows can be enabled instead of the single 4k shadow map.
I wonder if the shader optimizations we introduced in Verge3D 4.8 pre1 would help to increase the FPS?
Yuri KovelenovStaffmay be you got some special keyboard?
Does it work here? https://cdn.soft8soft.com/demo/blender/cube/cube.html- This reply was modified 1 month, 4 weeks ago by Yuri Kovelenov.
Yuri KovelenovStaffYuri KovelenovStaffYuri KovelenovStaff3D Audio
You can now easily add spatial audio effects to your Verge3D scenes thanks to the newly introduced positional speakers. Simply make a sound positional, and attach it to a 3D object – and you are all set!
Both sound and music audio assets can be turned to positional speakers. To fine-tune the 3D audio effect you can use the rolloff – the distance from which the sound intensity starts to decrease, and the factor – the rate of this decreasing.
This feature will be especially useful for creating more immersive VR experiences. Put your VR headset on and try out the updated Virtual Reality demo where sounds are attached to the mixer appliance and the radio set. We also used positional speakers in the Snowballs VR game to help the player be more alert to approaching snowmen!
More on Sounds (and Videos)
The Sound iOS Workaround entry in the Puzzles library now works more robustly – in fact, it can help on desktops and Android devices too. This group of puzzles basically makes it possible to play sounds or videos upon application startup, which is normally forbidden due to security restrictions of the browsers.
With that being said, the right way to initiate sounds or videos in your app is to make the user click on the 3D canvas (or some sort of a menu or startup screen). Once the user clicks on it, the playback is unblocked, with no workarounds needed.
Blender-Specific Updates
We made the Diffuse and Specular components of the Principled BSDF node more accurate and consistent with Blender. Also, the node’s parameters IOR, Specular > IOR Level, and Specular > Tint now correctly work in Verge3D.
We also optimized the shader code underneath the Principled BSDF node, resulting in such shaders being rendered faster. Moreover, these shaders are now compiled faster too, helping to the app’s loading speed.
Scenes exported with older Blender versions (before 4.0) can now be properly used with the puzzles export to glTF and export to USDZ. We also got rid of the warning about deprecated Principled BSDF node when using such old scenes.
This update introduces a preliminary support for Blender 4.3 which is currently at Alpha stage. Its stable release is expected in November.
Maya-Specific Updates
This update brings many usability improvements in the Verge3D plug-in.
First of all, the Hotkey Editor is now supported, meaning the possibility to assign shortcuts to Verge3D operators. See the screenshot where we assigned Ctrl‑Alt‑P keys to quickly run Sneak Peek.As you can see, the items from Verge3D menu obtained some fancy icons. When hovering over the menu items with the mouse, the corresponding usage tip is shown in the status bar at the bottom.
A related feature is search that is invoked with Ctrl-F. Start typing ver… or glt… to show up the menu with Verge3D operators for quicker access.
Next, the dialog Recent Commands (which is accessed from the Edit menu) now properly displays Verge3D operations thus allowing you to immediately repeat them.
Finally, we disabled Maya’s built-in Undo and Redo operators for some Verge3D operations where they don’t make sense (such as exporting or Sneak Peek).
There were also some fixes. Particularly, we fixed the rendering of the Ramp node, which showed artefacts for some input parameters. Also, when a Texture Coordinates node is connected with the Ramp, Verge3D now correctly handles its Wrap and Mirror checkers.
Performance Profiler
Verge3D’s scene analyzing tool (F12, then switch to Console, then in the app hit P-P-P) obtained multiple improvements this time:
- the total number of compiled shaders is printed, which is a very important factor affecting how quickly the app is loaded (the less the better)
- timing for materials and shaders is now provided with microsecond precision
- non-rendered materials are denoted with N/R (meaning they are hidden or invisible due to frustum culling)
- Render Calls and Triangles Rendered are always displayed as integers
- resolutions of cubemap textures are shown in a more clear format e.g. 256x256x6
- proper names are printed for system materials and lookup textures
- the depth texture is now properly shown in the profile
- various formatting adjustments
Puzzles
Puzzle bind element now works in AR mode. Thanks for bringing this up on the forums.
Puzzle check performance updated for the latest hardware database, which particularly includes iPhones 18 and latest iPads.
Shader Optimization
We revised the shader generation process inside the engine.
First of all, we got rid of unused/duplicate/deprecated/legacy code paths to unburden the shader compiler. But most importantly, we reduced the number of unique shaders by streamlining their code structure so that similar shaders are properly detected as such. This significantly reduces the compilation work required for loading a more or less advanced application. Loading speed gains are 10-20% on average and can be even higher if lots of materials are used in the scene.
This also benefits to making the browser’s internal shader cache more efficient across different applications and even websites. For example, when somebody visits a new Verge3D-based website, it may load much faster thanks to pre-compiled shaders that are already stored in the browser cache.
Other Features
In the previous 4.7 release we removed some PCF filtering methods from the export plugins and Puzzles. Now we are dropping them from the engine entirely, with the shadow docs updated accordingly.
We also cleaned up the engine from other deprecated features, glTF extensions and JS APIs.
We extended and improved the material library docs to cover more correct ways to install and use the asset packs, as well as other topics.
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