Verge3D 2.5 is out for both Blender and 3ds Max (Three.js-based)

This Industrial Robot demo was created by an artist alone, with no single line of code:

industrial-robot-gallery

Verge3D for Blender: release notes
Verge3D for 3ds Max: release notes

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It looks like you’re exporting glTF from 3DS max. Did you create a custom exporter for that?

If so, do you have any plans to open source it?

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yep this is our own exporter written in Maxscript, Python and C - won’t go opensource though unlike with Blender

Oh, you open sourced an exporter for Blender? Could you link to it here?

Clever rotation options with the robot arm, love the implementation!

How long did it take to make the robot arm project with Verge3D?

The Blender exporter is a fork of https://github.com/KhronosGroup/glTF-Blender-Exporter.

@YuriKovelenov I notice you’ve added support for Principled BSDF materials — nice work! Any chance you would be able to contribute that functionality as a PR to the original repository? :innocent: It is a feature many users would benefit from: Add support for Principled BSDF Node · Issue #101 · KhronosGroup/glTF-Blender-Exporter · GitHub.

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yes, the exporter for Blender is available in the Verge3D distro under GPL: get it here We are open to offer it under a permissive license as well

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Thanks!

one artist made it in 2 weeks (first week - modeling and texturing, 2nd week - UI and interactivity). No programmers were involved

correct, yet it was modified radically to support Soft8Soft extentions for work with Blender’s node-based materials. Core glTF appeared to be insufficient to support some Blender/Max features

We’d love to but is it ok that it uses proprietory Soft8Soft extensions?

I wouldn’t call it exactly a nice thing when no programmers are needed. :thinking:

@YuriKovelenov Thanks for the reply. :slight_smile: That makes sense, glTF is not meant to represent all possible features of DCC tools. It probably is best for KhronosGroup/glTF-Blender-Exporter to support only parts of the Principled BSDF material that can be stored as a core glTF PBR material. If your implementation of metal/rough PBR is not easily separated from the Soft8Soft extensions then no need to worry about it. Additional material features like clear-coat will very likely be added to glTF over time, though.

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Ha ha, yeah this discourse is mainly a programmer place. Don’t worry though, this app, for example, was made mostly by coders

FWIW, we made the exporter available under GPL on github

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