Difference between revisions of "Known Verge3D Limitations"

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However, you can not nest instanced collections, e.g it's not possible to instance collections which in turn included in other instanced collections and so on.
However, you can not nest instanced collections, e.g it's not possible to instance collections which in turn included in other instanced collections and so on.


== HiDPI Compositing ==
== HiDPI Compositing Limitations ==


HiDPI composing is a nice feature to render some of your objects in high quality:
HiDPI composing is a nice feature to render some of your objects in high quality:

Revision as of 18:24, 15 October 2021

Two or more clipping planes parallel to each other

Two parallel clipping planes.jpg

When two or more clipping planes intersect with each other, you can see the following artifacts similar to Z-fighting. Possible workaround for this issue would be using only one plane or disabling the "Filled Cross-Section" setting.

Camera Scaling

Camera scaling > 1 or < 1 does not supported well in Verge3D. Always set scale factor for your cameras to 1.

Raycasting with skinned objects

If some skinned object moves out of its bounding (sphere of box), raycasting will fail to detect its new position.

Armature movement.png

This also affects when clicked, when hovered, when dragged, and raycast puzzles.

Possible workaround for this would be creating a simplified fully-transparent proxy object and parenting it to the bone directly (without skinning). Then you can detect raycasting, clicking, hovering etc for that object.

Deep Collection Instancing (Blender)

In general, you can link collections to your blend file via instancing:

Collection instancing.png

However, you can not nest instanced collections, e.g it's not possible to instance collections which in turn included in other instanced collections and so on.

HiDPI Compositing Limitations

HiDPI composing is a nice feature to render some of your objects in high quality:

Hidpi compositing.png

However, this feature has some limitations:

  • You can't apply any post-processing effects to the objects rendered in HiDPI pass.
  • HiDPI objects can not be influenced by the depth of the objects rendered before them, as such there might be artifacts similar to these (green - regular object, blue - HiDPI object):

Hidpi compositing depth issue.png

So, HiDPI works fine for UI and camera-parented objects only.

See also

  • Hardware Related Issues - in-depth explanation of various hardware issues you might experience in your Verge3D-based apps.