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Everything posted by mikhluz

  1. We are excited to announce that Verge3D, the complete, artist-friendly suite for creating interactive 3D web experiences, is now available for Autodesk 3ds Max users! Read the full article here!
  2. We will soon release a new product called Verge3D for Autodesk 3ds Max. Support for both Blender and 3ds Max can significantly expand the audience of 3D Web. Both versions will be compatible with each other so that you can use assets from different packages in one application. Follow the news, the release is expected very soon! Video Teaser
  3. First release of the year! Under the hood: support for line rendering and new Puzzles blocks for controlling animation, managing groups of objects and object picking. Also, the release contains many minor improvements and bugfixes, the full list of which can be found in the press release: https://www.soft8soft.com/verge3d-1-0-4-available/
  4. Second Verge3D update is available. A lot of improvements and bug fixes arrived! Among the innovations: support for annotations and procedural camera control in the Puzzles editor, the effect of highlighting objects (outline), fresnel reflection in the material editor, improved PBR rendering and much more. More details in the official press release: https://www.soft8soft.com/verge3d-1-0-1-update/ #verge3d #3dweb #b3d #webdev #html5 #javascript
  5. The first version of Verge3D is out! With Verge3D you can publish your 3D models on the Internet, create high-quality and smart 3D configurators, product presentations, e-learning applications and games. Use PBR-materials and the shader node editor to impress your audience with photoreal graphics. Design interactive scenarios with Puzzles, a next-gen visual programming tool. It is time to create interactive visuals for your online projects! Press release: https://www.soft8soft.com/verge3d-1-0-released/ #verge3d #3dweb #webgl #javascript #b3d #soft8soft #puzzles
  6. This article was originally published on Habrahabr, a popular Russian website for IT professionals. Its topical theme sparked the interest of thousands of readers who left dozens of comments. We are glad to present the translation of this highly intriguing research on the performance of Unity WebGL and Blend4Web, with reported issues taken into account as well as benchmarks updated for the latest builds of both engines. Article in English: https://www.blend4web.com/en/community/article/280/ Here's some of the test results: So, if you interested in full article just follow the link and read it.
  7. This time we have a serious and broad theme! "Retro cars" contains many different styles, and there are many different ways to try to express them. You can also experiment with steampunk (Don't do war cars though, we are peaceful and all!) Considering that the theme implies complex objects to be modelled, we'll raise the maximum polygon count! Now, it'll be up to 100k tris, however, don't neglect the optimization factor! It will still be an important aspect of the judging. I recommend checking your scene on mobile devices! Contest's main page
  8. Here is a new release of Blend4Web - an open source platform for creating interactive 3D Web content. This month we added support for the GearVR virtual reality headset, created more materials and examples for the material library and documented its use, coded a new performance profiling tool and changed semantics for some shader nodes to work in world space. This release of Blend4Web PRO is also the first version with long-term support (LTS) - a stable production-ready build which will be receiving bug fixes yet keep the API, as well as shader and logic nodes staying untouched for the next 12 months. Today, we are also releasing our small VR-based game called Space Disaster to the public, first shown at the Blend4Web Conference two months ago (video). Link to the Full Article!
  9. It seems though the story of Experience Curiosity, a Blend4Web-powered simulator developed by NASA, is not quite over. This interactive web application featuring the famous Mars rover was nominated for the highly prestigious Webby Award (aka Internet Oscar) granted to the most exemplary online projects of the year. Read more about it in an article!
  10. Dear friends!As we promised, this year we are planing to organize an important event for our ever-growing community - the first Blend4Web Conference in history. At this conference you will enjoy many interesting presentations by Blend4Web developers, community members and companies. Here you can also meet like-minded people from around the world, showcase your work and get answers to any questions you may have.Read moreā€¦
  11. It's a common problem, I think you have two video in you machine that switchs according to scene loading. You need to check if nvidia gpu is in use. Take a look at chrome://gpu and try to find NVIDIA string.
  12. Finnaly we release the game, so LINK TO THE GAME is here!
  13. Yes, we release the game for russian users and now prepearing release notes for english speaking people. In witch stage of game loading browser crush? Can you tell us what os and hardware you use?
  14. I've also added a game play trailer link to the post. Release of the game will be soon.
  15. LINK TO THE GAME This is a game about a brave warrior - a teenage boy who alone was forced to fight an evil troll and his companions. One night while away, his village was burned and his friends were kidnapped. So, he decided to rescue everyone and wipe out the evil settled near his village. The player, a warrior carrying the name Petigor, will need to pass through several levels: a red-hot crater of a volcano, a dark dangerous dungeon and finally meet with the frightful troll and defeat him in battle. This game was made completely using Open-Source software like Blender, Krita, Gimp, Audacity and the WebGl-based engine Blend4Web. All game resources are also available to download, study and modify in the free Blend4Web SDK. Petigor's Tale Teaser Petigor's Tale Gameplay Trailer Facebook Release Article COMING SOON!
  16. So, our X-Mas Contest has ended! You can read about it here.
  17. Our politics is simple: we are focused on two (in simple view) types of user. At first it's companies that need waranty of support and implementation of feature they needed in short time without sharing their code with others, and second is single artists that need to prepear visialistion of their models in frendly user interface without buying license. If you watch more detailed on our license discription you can see that you not always need to open your source code when you publish you work, there just only two situation where you need it to do. If you are interested in this discussion you can ask your questions on our forum or just read about it in some topics that are already exist about licencing. Anyway it's just our way to share our work with people, it's satisfies us completely. So if you are disagree just use another engines, there are a lot of them in the internet. About NASA and Volkswagen (and others) you can read on our forums they write very clearly in some topycs why they choose to swithced from Unity.
  18. It's on you own choise what licence and engine to use. Big compines don't like strange communities like babylon.js and three.js have with no obligations to their users, they want to get responsibility from the pruduct wthat they use. So if you buy a licence you have a warranty that you get help and support. If you use just and open license you don't have a warranty. SDK Pro it's not just a posibilies not to share you code, but also a support and warranty. For a single user it's not so necesery. We are focused on serious companies like NASA and Dasault Systems etc. And single users can use an open source license. And about open source, you need to share your code only if you publish your work on the internet.
  19. We are glad to present a new version of Blend4Web, an open source platform for creating interactive 3D web content. This is a special release for us and our community as we pass the fifth anniversary since the first line of code was written which later evolved into what we now call Blend4Web. Taking a look back, we have come a long way from a mere WebGL experiment to a fully fledged 3D engine now being adopted by industry leaders. There are more exciting changes to come! In this release you will find: experimental Oculus Rift support, shadows cast by multiple lights, UI alignment to the viewport, new logic nodes and more. Viewport Alignment The user interface can be created by parenting 3D objects to the camera such that they are always visible in front of a scene. To solve issues due to different aspect ratio on desktop and mobile displays, we have implemented a new tool, Viewport Alignment. Using this tool, you can now attach the UI to a side, a corner or the center of the screen. Unlike simple parenting, objects are automatically fit upon re-sizing the viewport. These settings are revealed for an object after you parent this object to the camera in Blender. We have prepared an example related to web design in order to demonstrate this new feature. And much more features you can read about them here .
  20. Criteria is very simple, its quality of visualisation and good and clean optimisied export files. Blend4Web team members voting. Yes, but only If you recreate your work using Blend4Web engine.
  21. Hello everyone! This year is coming to an end - and we want to do something interesting and new to make it memorable! So we decided to have a contest with a prize pool of $1000! The contest will run from December 8 until January 10, so it will accompany the Christmas and New Year's celebrations. Short about: - The work must be done using Blend4Web engine - First place: 500$ - Second Place: 300$ - Therd Place: 200$ Detailed information here and here.
  22. We are proud to announce a new release of Blend4Web, an open source framework for creating interactive 3D web content. In this release you'll find: initial support for next-gen WebGL 2.0, MSAA anti-aliasing, more logic editor capabilities and multiple usability improvements. In the previous release we improved anti-aliasing based on the FXAA algorithm. This algorithm gives good visual quality, but has some disadvantages such as blurriness of parts of the image and noise flickering during camera movement. MSAA anti-aliasing does not have these issues and is now available for the ULTRA quality profile on WebGL 2.0 compatible systems. In Logic Editor it's now possible to make smooth camera movements using the Move Camera node. We have made some improvements in the Viewer app. A new button called Home has been added to the Viewer interface. When clicked, this button loads the origin scene specified in the URL parameters, otherwise the standard Blend4Web cube logo is shown. The Reset button is now placed on the right side of the top panel and, among internal parameters, also resets URL parameters of the app (e.g origin scene). The Auto View Mode button has been moved to the Tools & Debug panel. This Blend4Web version is compatible with Blender 2.76. Blend files of all presented examples are included in the SDK distribution. The complete list of changes and bug fixes can be found in the release notes. Much more information can be found in https://www.blend4web.com/en/article/161/
  23. I'm not so familiar with babylon.js, but may be you need to rebake you IK animation into direct animation? Also, if you are using blender may be it will more comfortable to use Blend4Web engine, it allow you to export your model dircetly from the blender to the webgl engine without converting into another format. There's also you can find some tools for baking IK animation into direct animation and so on.
  24. We are proud to announce a new release of Blend4Web, an open source framework for creating interactive 3D web content. In this release you'll find: new features in the project manager, new logic nodes, improved anti-aliasing and support for textures of any size. More features are here! You can see some new demos demonstrated new features in release article.
  25. We are glad to present a new release of Blend4Web, a tool for developing interactive 3D web applications. In this release you will find: a new project management system, the option to directly control animation skeletons, support for physics rigs and ragdolls and many new logic nodes which significantly extend functionality of the logic editor. More features are here! Video review here!