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Verge3D 1.0.4 Available

With our main efforts aimed at Verge3D for 3ds Max, we are releasing this minor update which incorporates some improvements we made in the midst of the development. Among new features are line rendering, 4 new puzzles and some bug fixes which you helped us to find.

Lines

We implemented a new algorithm for rendering lines and wireframes which is both more convenient and provides better quality compared to conventional hardware-generated lines used previously. Lines can be created both procedurally via API (with MeshLine and MeshLineMaterial classes) and by hand on the basis of Blender’s curves or meshes.

The base color and the line thickness are currently supported which can be tweaked for a selected mesh or a curve under the ‘Data’ tab. Check out the source files of the example above in the Verge3D distribution.

Line settings.

Puzzles

Thanks to your feedback, 4 new very useful puzzles have been added to the set. The ‘all objects’ selector provides you with the collection of all objects currently available on the scene which can save you from selecting each individual object to assign an operation to. On the other hand, the special ‘picked object’ variable which resides under the ‘Events’ now can tell you the last object the user clicked on. This adds possibilities for scenarios with complex scenes containing multiple objects which the user can interact with.

‘All objects’ selector and ‘picked object’ variable.

Another obvious yet overlooked case we handled is that the ‘stop animation’ puzzle resets animation so it plays from the beginning. Now you can pause and resume animation as well.

‘Pause animation’ and ‘resume animation’ puzzles.

Other features and bug fixes

Nurbs surfaces are now correctly exported and rendered. We also fixed the rendering error for PBR materials when the Shadeless checkbox is turned on. To handle rare yet possible cases when the camera or even the entire scene is missing, we made the corresponding changes in the GLTF loader.

As part of ongoing efforts, the App Manager was modified to run with both Python2 and Python3 interpreters so that it can be used by the upcoming Verge3D for Autodesk 3ds Max. Speaking of which, we are going to show you some preliminary results very soon. Stay tuned!

By Yuri Kovelenov

Chief 3D Verger

6 Comments

  • mcolinp

    i am quite excited to hear that NURBS Surfaces are exported now in Verge3D. I am a little confused though, as Blender does not import NURBS Surfaces and retain them as NURBS to my knowledge . . .

    Am I missing something?

    This is Exciting to me; as ALL my work that I want to publish is NURBS based.

  • Mikhail Luzyanin

    Belnder have very simple implementation of nurbs. Engine supports only nurbs that you can create directly in the Blender. You want to export NURBS from surface modeling software like Rhino or Alias?

    • mcolinp

      Yes; I’m Primarily an Alias User; but I do have a seat of Rhino as well. When my models are finished, they typically are stitched solids that can be loaded into any solid modeling software such as Inventor , (which I also use), or Solidworks, Catia, etc. I would love to be able to direcly load Nurbs geometry and convert it quickly to a 3D html scene.

  • Mikhail Luzyanin

    For now it’s impossible I think to import directly nurbs created in Alias to Blender, because Blender nurbs is extremly simple. We have a plan to make an exporter for a CAD software but it’s in far far future.

    • mcolinp

      Got it. feel free to reach out if you would like any additional info or direction. I do have a well developed fundamental understanding of nurbs data; though I do zero programming.

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