Features

The Features page provides details of the current subscription, as well as a preview of available ThreeKit Platform features.

Making any changes to this page requires the press of the Save Settings button at the bottom of the page. Please note that the changes will take some time to take effect, as the change needs to be propagated through the system. The delay may be anywhere between 5-15min under typical system load.

Standard Features


Subscription Start Date

Provides the start date of the Threekit platform subscription.

View Errors

Provide notifications for any errors on Assets, Items or Editor pages. Enabled by default.

Catalog Version

This setting will change the UI to a new version that includes a number of structural changes as well. The choice here is between the Classic Catalog or the Catalog 2.0, and it determines how projects are built.

Virtual Photographer

If this feature is enabled, an Organization has the ability to create photorealistic renders of their products. Toggles are available for both WebGL and V-Ray Rendering.

Physical Material Version

This setting controls the material version used for WebGl.

Version 1.0

This version has the old roughness model, which is now deprecated.

Version 2.0

This version has the same settings as version 3.0, except that WebGl materials with this version do not get rendered correctly by Vray renders generated through Virtual Photographer.

Version 3.0

This version has the same settings and visuals as the Version 2.0, except that it is also supported by Vray Renders. WebGl Physical Materials with this version will also be faithfully rendered by Vray.

V-Ray Version

This is the Vray version used by the Virtual Photographer feature set when rendering with the Vray output. This setting can only be changed by a Threekit Super User.

Changing this setting will only affect the Vray standalone version used to render the images. It will not have any impact on existing uploaded vray assets in the org. Therefore, keep in mind that some render inconsistencies may occur when rendering Vray assets that were uploaded using an older version.

This setting also impacts the upload process, as vrscene files will potentially be interpreted differently between different Vray versions. For example, you want to avoid generating vrscene files locally with Vray 4 and then uploading them into an org where the Vray setting is set to Vray 6.

Threehub Sharing

Enabling this feature will reveal a toggle on all Catalog Items, allowing the freedom to publish any Catalog Item on Threehub.

Support Access

Use this setting to grant Threekit's support team access to your Organization without the need for formal invitations. Access is revoked automatically based on the End Date:

Early Access Features

The features listed here are only available in a beta state to select clients who choose to opt in, with the full understanding that there may be stability issues associated with these features.

Org Branching

This feature allows for branches to be created and managed within the org. This option needs to be enabled from here in order to make branching functional. It is currently disabled by default. Visit the Branching Docs to read more about this feature.

Advanced Buyer Analytics

This feature enables the tracking of data and events within the org, for the purpose of generating analytics data. It is enabled by default for all orgs. Visit the Advanced Buyer Analytics Docs for more information.

Fast Compositor

This feature enables the use of a backend API that can generate composite images from existing layered renders. The main advantage of this API is that it allows the trigger and generation of these composites faster than through the native Virtual Photographer feature. This option is disabled by default.

Static Publish

This feature is designed to optimize the initial load of a configurator when it is embedded on the front-end. It has no effect on the loading of the player on the ThreeKit platform.

The feature will reduce the initial number of requests made by the player to the platform by bundling up some of the resources into a single request.

Requests to meshes or configuration options that are populated by external scripts will not be optimized through this feature.

The optimization will have the most significant impact on projects with hundreds of choices and lots of overlapping tags for those choices. Most other projects may not see a noticeable improvement.

Caching

We would strongly recommend that you make use of the Publishing feature on catalog items, in order to take advantage of the caching of this bundle across CDNs.

The static publish bundle will get cached when used in conjunction with either the Publishing feature on catalog items, or when the player is embedded with the cache parameter.

Relationship to Item Publishing

The Static Publish feature is completely unrelated to the Item Publish feature. Aside from the associated caching mentioned above, the two features are unrelated. This means that Publishing an item will have no impact on the generation of the static publish bundle for that item. The static publish bundle will always be generated automatically after every change to the item, independently of the Publish state of that item.

Limitations

  • Switching ON the Static Publish feature will not take effect instantly. The Static Publish file for an item will need to be generated the first time that item is requested by the player. This will create a job, and so it might take 30s or more before this takes effect. Once the static publish manifest file is generated, then it gets cached, until the item is republished.

  • Static Publishing will only speed up the initial player load. It has no effect on the load that happens during configuration changes

  • Custom scripts from actions inside the rules system for an item/asset will not get executed during the initial load when static publish is enabled. If you wish to do something like populating attribute options with a custom script, and have static publish take that into consideration for optimization, then you will need to put the script on a stage instead.

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