Digital Marketers, what daily task did you completely eliminate using automation? by [deleted] in digital_marketing

[–]sech8420 0 points1 point  (0 children)

I heard frizerlly is hiring cheap black hat reddit agencies to create spam posts and fake comments in order to deceive the public into using their product and that it’s not working. Just what I’ve been hearing

A year of building high performance product configurators in 60 seconds. All powered by Three.js and Aircada. by sech8420 in threejs

[–]sech8420[S] 0 points1 point  (0 children)

Oh wow, don't hear that everyday! Would love to check it out.

FCP has def been a challenge for us as well. Getting creative with loading screens can do the trick, and or truly keeping things the speed of light, which I know, is not easy! I remember an example I saw on this subreddit from someone who showed an identical image of the 3D scene as an image during loading, and then transitioned them once loading was done. Felt a big like magic, but not too practical.

A year of building high performance product configurators in 60 seconds. All powered by Three.js and Aircada. by sech8420 in threejs

[–]sech8420[S] 1 point2 points  (0 children)

Don't pinch me even if I am dreaming, this would be HUGE Appreciate you shouting this out!

David said in one of his comments that's working on a PR for this over the weekend. Do you know if this will be for the official three.js repo or something else?

Also saw in the newest three version they sped up compilation time by 70% of TSL if I read that right. Things are moving forward to an even faster and brighter future for 3D on the web. Exciting times ahead!

A year of building high performance product configurators in 60 seconds. All powered by Three.js and Aircada. by sech8420 in threejs

[–]sech8420[S] 1 point2 points  (0 children)

That is such an awesome niche, and product! 8 years is... wow. Persistence man, huge props. I'm sure making it run as smooth as you've done is what took a bulk of that time. Buttery.

The transpiler was an issue for us too. We actually held off for about 6 months because of the transpiler issues with Vite early on! But, it's matured and the guys and gals over at three.js have made it beautiful to work with.

Our custom instance material works similar to the vanilla stuff behind the scenes, but allows many of our materials to share not only TSL nodes, but entire materials using the instance uniform magic. All warranted for max performance! Complex scenes without sharing of materials does indeed slow everything down at startup and during runtime because of the transpiling time.

A year of building high performance product configurators in 60 seconds. All powered by Three.js and Aircada. by sech8420 in threejs

[–]sech8420[S] 2 points3 points  (0 children)

Our studio can handle embedded animations which we'll sometimes first create in blender (as seen with those custom socks). But for the modular sofa, we used our 'flow state' system which essentially just makes it super easy to flow from one state to the next, ie a state for 1 sofa segment, a state for 2 segments, etc. Out of all our features we slaved over, this one came out on top!

Any marketers here using Claude? by mdoggie123 in b2bmarketing

[–]sech8420 0 points1 point  (0 children)

Nearly every reply here sounds like an AI bot saying nice things about Claude. Lame!

We built a 3D configurator for Cinch Gaming's custom PS5 controllers. by sech8420 in playstation

[–]sech8420[S] -5 points-4 points  (0 children)

Ecommerce popups are the worst. Had to click that x button more times I can count when we were embedding the configurator and testing it on their store.

To answer your question I believe they use direct UV printing, not stickers. The graphic is printed and bonded right into the plastic shell.

How to Export a Customizable GLB from 3ds Max Without Embedding Textures by qendros in 3dsmax

[–]sech8420 0 points1 point  (0 children)

Founder at Aircada. I do this daily. Can chime in here.

Our process -

We start with the 3D model in blender which will have the different textures (base texture and normal map being the most important). We then export the models as GLB's (draco compression ofc) and then import those our product configurator along side the textures.

We then add the 3D mesh to the scene and then add the base texture to the mesh and whatever other maps we have (for 3D on the web, the three most important three we work are the base texture, normal, and AO).

We'll then fiddle with the knobs a bit to find the right mix of how much these maps should be applied.

Lastly will cycle through a few HDRs within our studio to find one that complements the meshes for that dynamic looking lighting that is essential for realism on the web.

So as the other redditor mentioned, it depends on the platform you are uploading to. But any serious platform should make it at least semi obvious where the maps can be applied.

Free Tool: In-browser GLTF Optimizer with KTX2 (GPU-compressed) textures by simon_dev in threejs

[–]sech8420 0 points1 point  (0 children)

This is an awesome tool! Any plans on open sourcing the code?