dsman

Members
  • Content count

    203
  • Joined

  • Last visited

About dsman

  • Rank
    Advanced Member

Recent Profile Visitors

961 profile views
  1. dsman

    Stereo 360 cubemap display

    Ok. Got it. onBeforeCameraRenderObservable will work I think. Will check. And yeah, not anaglyphic but real stereo rendering in split screen (just like vrDeviceOrientationCamera), meant for smartphone VR box.
  2. @Rodrix3 It doesn't matter how you bring the scene to Unity. Via FBX or directly from Max to Unity. Not sure if lights would be exported from Max to Unity but it is advisable to set lighting in Unity. You will have to set all lights to "Baked" in order for those lights to be considered in the lightmap generation (except for Area lights which are "Baked Only" only by default). @MackeyK24 Like I always have been saying. I am desperately waiting for next release of the Unity Tookit. And I still request you to make a commit to Babylon exporter repository on github with whatever you have. Since we don't need animations yet, we can start using whatever you have right now.
  3. @Rodrix3 Yes. Yes. It does. You just have to select "Generate Lightmapping UVs" in the fbx properties (appears in the "inspector" tab after selecting the fbx file in the project explorer. AO is baked along with lighting and global illumination (GI affects only if you enable Final Gather pass in lightmapping). @MackeyK24 has contributed entire Unity exporter to Babylon. Just download it from Babylon github repo and place it in Asset folder of unity project and there will be a Babylon menu in the main menu bar. You can export babylon scene from there. Make sure to select "Shadowmap factor " to 1 under lightmap setting of the Toolkit exporter and preferably export lightmap as png by setting "Default texture format" to png. Lightmap channel in Babylon is multiplicative which means if light is 0, it will be black. So you will still need to add lights in your Babylon scene. But you can do good with one simple directional light and one hemispherical light.
  4. @Rodrix3 You can take your scene to unity and bake the lightmap there, and use Unity Tookit (babylon) to export your model. This process is less painful as unity lightmapping is easy and automated.
  5. How do we setup camera if we want to display stereo cubemap? Many renderers are able to render stereo cubemaps. Which means two separate images for each eye. How do we display it with the deviceOrientation camera?
  6. After we select physical material in the 3D max for any mesh, it exports as "PBRMetallicRoughnessMaterial". How to make sure it exports as PBRMaterial and not PBRMetallicRoughnessMaterial ?
  7. Also, I think the above image also has those sun rays (I guess called "God Rays" in 3D graphics terminology). We do that in Babylon using volumetric light scattering?
  8. Thank you all for the inputs. I just saw Threejs bloom post process (which they say is inspired by UE) https://threejs.org/examples/webgl_postprocessing_unreal_bloom.html In that example, the bloom is applied to the material, not to the frame. That one is more realistic. Most quality Unreal Engine visualizations use it heavily I think. As far I as I can tell, Babylon doesn't have it. Right?
  9. This is general guidance question. How to build detailed landscapes like the image below? Trees can be modeled within lower poly count. But how about grass and micro plants? I can see bloom, fog and lens flare are essential to create such a scene.
  10. Also in normal cameras (No VR), the rendering is full anti-aliased but for some materials which are highly metallic (PBRMaterial with high metalness and less roughness and reflectionTexture from a probe with refreshRate of -1), it appears aliased like this. http://prntscr.com/ir5aru
  11. Thanks for the elaborate answer. You mentioned that re-scaling after AA is applied could be the issue. I think this might be the issue in our case. Also is there any way to increase the MSAA quality?
  12. I have read many threads but have found no concrete steps to ensure we don't have Aliasing in webVR ( Oculus/Vive not Cardboard based VR using VRDeviceOrientationCamera). Most threads are about anti-aliasing in VRDeviceOrientationCamera using default render pipeline and FXAA post-process. So let's conclude it in this thread. Can anti-aliasing or the level of it (4x/8x) be forced by BabylonJS while using webVR? As my GPU is very capable, while I am using other Oculus experiences the scene is perfectly anti-aliased. But while viewing our scene in BabylonJS in the browser there's little aliasing everywhere. I have also figured running the browser in full screen while in WebVR (split screen view in browser), there's less aliasing. Also if I reduce browser window size, the aliasing is strikingly more. That makes me believe, it has something to do with resolution on which the scene is rendered in primary display. That brings me to another question. Since Oculus screen resolution is larger than FullHD, is it like if I had a bigger monitor than FullHD, the aliasing effect would have reduced?
  13. @Deltakosh Well, that's precisely my question. You can see in the screenshot above. An ajax function call using jquery to the same URL is able to access .babylon file and print its content. While below it, you can see the babylon.max.js is showing the error saying "unable to load from .. "
  14. @Deltakosh No matter if we use the path beginning with "file:///storage/emulated....." or "///storage/emulated/..." or "/storage/emulated/...." The path in the network tab of chrome dev tools is: "file:///storage/emulated/0/android/data/com.vizmonk/code/front/models/3879316/3879316.babylon"
  15. @MackeyK24 In my desperation to get better lightmap, I found a simpler way for it. I didn't know converting .exr would be so easy. I used XnConvert software to convert unity project's exr file to convert to jpg. It not only creates high-quality jpg, it also has the option to add so many effects and control image property. So simply boosting contrast, I am getting a much much better result now. Higher dynamism in lightmap. Unity toolkit's export is compressing lightmap jpg way too much I think, it gets pixelated at many places. I am sure you have fixed that in your working copy though. But for now, this tool is handy for us.