I was using Sketchup viewer to view a model through an Oculus headset but it gives me like an error message saying I need to save the model as an older version? Am I doing something wrong or do I actually have to save it as an older version?
I'm trying to implement the telerik reporting into a Blazor Hybrid app and it gives "The version of the Report Viewer '17.0.23.118' does not match the version of the Reporting REST Service '16.0.22.225'. Please make sure both are running same version." error. I guess this because of my backend telerik version and report viewer versions are different. I'm using an already build API so, is there any chance to downgrade the report viewer version to 16.0.22.225 ?
You may downgrade the viewer by referencing the older Telerik.ReportViewer.Blazor assembly/NuGet package and its older JavaScript. The script is usually referenced in the '_Host.cshtml' and by default is referenced from the service:
I was looking to upgrade the three js which is used in autodesk forge behind the scene and reason for upgrade is I am trying to use this library and this need three js r71 and above and inside forge viewer it seems they are using r33.I found a blog where it showed me how can I take the advantage of later three js.I followed it but seems like its not working.There forge viewer now have 2 references of three js and it gets confused which one to use and hence some of code behave weird
Hi, I just upgraded to the 7.0.1.6 viewer and it looks really bright and contrasty and like it has a low resolution....I've only ever experienced this once before and when the next version came out which was like right away I used it and the issue went away. Does anyone know why? If you can help, thank you!
If you've been away a while, you were almost certainly using a non-PBR viewer before. The thing is, PBR is such a brave new world for SL that it's difficult to even start explaining all the changes you'll see, and which settings to start tweaking. (Well, difficult for me, anyway.) Regardless of settings, though, it should not be lower resolution than before, although it could look brighter and higher contrast depending on what your settings used to be.
In the menu Me / Preferences / Graphics there's a slider "Brightness (exposure)" that you could try sliding down towards 0.5 and see if it looks a little more familiar. One thing to note is that many builds and environments were designed specifically for the pre-PBR, non-Advanced Lighting Model rendering, and some of that didn't look so great even before in Advanced Lighting viewers, so it'll be a gradual process of folks learning to take advantage of the new capabilities, with special tweaks for ambient lighting levels among many other things.
It's honestly making creators pull their hair out so I can't imagine how confusing for users too if you have been away for a bit.
I would for now stick with the older viewer until PBR is more widely adopted if easier for you for now.
Whilst there are still bugs with the latest PBR deployment from LL, Firestorm I believe hasn't yet released PBR as more bugs are yet to be resolved (albeit it is now in Beta versus Alpha so I am going to test it this weekend myself too) - Hopefully I have that correctly stated @Beq Janus @Whirly Fizzle
I am not playing around yet but wanted to mention that in Sansar with I think a very similar system you could basically "ignore" the PBR by putting in grayscale textures in the panes. I DO think that PBR can be lovely but not everything needs to shine and reflect IMO. So "there" I just pretended it didn't exist LOL. I won't be looking at this closely until FS gets PBR but I did check my current builds in the PBR Linden viewer and they seem to be fine. So hopefully that holds true.
For me: The challenge is more EEP if you tweak it to work with the PBR materials then other items look less stellar on non PBR viewers. That example pic above demonstrates it. That bottom pic on my old EEP setting looks fine with standard textures. Tough when you have four regions that will gradually move over PBR so I will organize region by region to start I think. Once Firestorm is out of Beta that will be the game changer and we can then embrace if fully.
There is going to be a learning curve. I think once people get the hang of it, it'll be amazing. That said, you can't turn PBR off in your viewer. But at least for the world, you can set a lot of stuff to full bright if it's baked and it'll look fine.
You should always release a PBR and non PBR version of your products, unless you think the mobile viewer is going to completely fail. Mobile viewer won't support PBR last I heard. But no matter what a baked build in full bright, as long as it's not for an AV, is going to look fine like it always has. LL is going to eventually block non-PBR viewers besides the mobile one. And of course that won't look the same either. LL built in regular diffuse textures as a backup to PBR specifically for that reason.
From a creator standpoint we now have a much more expensive upload cost plus double down with effort to make a non PBR version (so more uploads and effort). Mobile viewer for now I am less concerned about. It is now expensive per house and with two versions, time for probes on one, and the increased customer interaction it is going to cost creators to navigate.
Why should it cost a lot more to upload, once the pre-PBR viewers are cut adrift (and the sooner the better for that)? Even so, at most upload a baked diffuse map for them and if feeling super generous re-use the PBR normalmap that should work fine. After all, they'll mostly be non-ALM users clinging to whatever they can see, so they'd never see that normalmap nor specularmap if we bother to upload them them.
The official protocol is to upload the original diffuse with Blinn-Phong since that's a fallback if PBR doesn't work. Then you upload the three PBR maps, sometimes 4 if you're using emission. If you don't upload the original Blinn-Phong diffuse, any non-PBR viewer sees your object with no textures. But honestly it depends what you are making, if you are using tiling textures and not baking it's not that big of a deal. But if you want to bake or use textures that don't tile (because you are making something organic or natural and it needs wear or whatever) you might have some problems. You're supposed to have the AO in the ORM map, doesn't mean you need to. But from what I played around with it can make a very big difference since it's way better than the AO the viewer uses and depending on what software you're using, it can add shadows to the AO map from things other than geometry. Unless something changed, a non-PBR viewer will not use the albedo map if it doesn't support PBR. You can try looking at PBR stuff right now with an older viewer and see what I mean.
I mean you can use tile materials and put them on everything but making any sort of super high quality stuff is going to take a lot of work. Especially if you have faith in the mobile viewer, because tiled diffuse with no AO will look horrible on mobile since the viewer probably won't be able to make AO or anything in real time. And pretty much every decent mobile game bakes most of the textures.
Yes, I just hope that's a very brief transition interval. Certainly, without a PBR viewer, a PBR-only surface has no texture at all (and yeah, albedo wouldn't be much of a substitute even if they did that). Anyway, I don't mind pushing adoption a bit, but agreed that it's too soon now, for sure.
f448fe82f3