dsman

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  1. @Luaacro Thanks for the update. Looking forward to the fix for Reflection Probe.
  2. @Luaacro Thanks. Would be waiting for the commit. Please update when you do.
  3. - I had a Babylon scene, which was opening fine through very basic scene code with basic camera and light setting. - I opened the scene in Babylon editor (editor.babylon.com) and added a reflection probe named "New Reflection Probe", attached to a mesh, added meshes to its render list and finally set ReflectionTexture in a PBR material properties for a mesh to this "New Reflection Probe" from the drop-down. - Everything is fine. The mesh was showing reflection as expected. - Now I exported Babylon scene. Copied the JSON content that shows up in the export popup. Replaced the content of my .babylon file with that content. And tried reloading the page. It showed errors like below in browser console: BJS - [16:08:16]: Babylon.js engine (v3.1-beta-6) launched babylon.3.1.beta.max.js:6692 BJS - [16:08:17]: CannonJS is not available. Please make sure you included the js file. @ babylon.3.1.beta.max.js:6692 babylon.3.1.beta.max.js:6692 BJS - [16:08:17]: Physics Engine CannonJSPlugin cannot be found. Please make sure it is included. @ babylon.3.1.beta.max.js:6692 /models/interior/New%20Reflection%20Probe_px.jpg Failed to load resource: the server responded with a status of 404 (Not Found) /models/interior/New%20Reflection%20Probe_py.jpg Failed to load resource: the server responded with a status of 404 (Not Found) /models/interior/New%20Reflection%20Probe_pz.jpg Failed to load resource: the server responded with a status of 404 (Not Found) /models/interior/New%20Reflection%20Probe_nx.jpg Failed to load resource: the server responded with a status of 404 (Not Found) /models/interior/New%20Reflection%20Probe_ny.jpg Failed to load resource: the server responded with a status of 404 (Not Found) /models/interior/New%20Reflection%20Probe_nz.jpg Failed to load resource: the server responded with a status of 404 (Not Found) babylon.3.1.beta.max.js:6692 BJS - [16:08:20]: Error while trying to load image: ../../models/interior/New Reflection Probe_px.jpg @ babylon.3.1.beta.max.js:6692 babylon.3.1.beta.max.js:6692 BJS - [16:08:20]: Error while trying to load image: ../../models/interior/New Reflection Probe_py.jpg @ babylon.3.1.beta.max.js:6692 babylon.3.1.beta.max.js:6692 BJS - [16:08:20]: Error while trying to load image: ../../models/interior/New Reflection Probe_pz.jpg @ babylon.3.1.beta.max.js:6692 babylon.3.1.beta.max.js:6692 BJS - [16:08:20]: Error while trying to load image: ../../models/interior/New Reflection Probe_nx.jpg @ babylon.3.1.beta.max.js:6692 babylon.3.1.beta.max.js:6692 BJS - [16:08:20]: Error while trying to load image: ../../models/interior/New Reflection Probe_ny.jpg @ babylon.3.1.beta.max.js:6692 babylon.3.1.beta.max.js:6692 BJS - [16:08:20]: Error while trying to load image: ../../models/interior/New Reflection Probe_nz.jpg @ babylon.3.1.beta.max.js:6692 If I understand Probes well, they are runtime generated and are in-memory. Why them Babylon is looking for texture files? PS: I don't understand the reason behind showing Babylon JSON in a popup for Babylon Export in Babylon Editor. Especially prettified/maxified JSON. After saving the exported JSON output it was 16 MB. I literally tried 5-6 plugins of Notepad++, Sublime, and VS Code, none worked. I tried online minifier but browser, of course, became irresponsive. I tried 2-3 node packages too but it didn't work. Ideally, the export option should simply download the .babylon file automatically. Not sure who would use prettified/maxified JSON for what purpose.
  4. Babylon Texture Normal Map Tiling

    @MackeyK24 Thanks for the fix. You are great. So are you saying we I should clone the latest commit (Nov 11) and make above changes and build the ToolKit locally? I know C#, I can make changes but would be great if tell me more about build instructions.
  5. @aWeirdo We needed a solution for loading textures from a big model (babylon file). Not the texture created at runtime. @RaananW Yes, I found later. The limit is 6. But not sure our IIS supported HTTP 2. Chrome was not downloading images in parallel. Since we are using AWS S3, I will have to to find how to enable HTTP in S3 and CloudFront I think. Will do. But that helps. Thanks.
  6. Browser doesn't make parallel requests for images from a single domain. In WordPress, I used to use a plugin which would randomize subdomains for image requests. Can't something similar be done in Babylon? App owner can point multiple subdomains to same domain where images are hosted. And initialize those multiple subdomains with Babylon such that Babylon takes care of making requests randomly from multiple domains instead of using the link set in Babylon file.
  7. BabylonJS Editor Toolkit - Version 3.1 Alpha

    @MackeyK24 @Deltakosh Is new version under planning/development for this unity toolkit? If so what's roadmap, expected features? @MackeyK24 Did you check above scene for roughness and microSurface values?
  8. BabylonJS Editor Toolkit - Version 3.1 Alpha

    @MackeyK24 Well, I was just using the demo scene from Unity store. Here is it : https://www.assetstore.unity3d.com/en/#!/content/65817 No. Like I said, my scene is interior room scene. So I need objects to reflect the room, not the HDR environment or skybox. Given that a model can have multiple rooms, objects in each room need to have a separate reflection. And even different objects in the same room will have separate reflection (which would be reflection texture generated using the probe from point of view of that object's position). I know Unity achieves this using Reflection probes. But don't know how it will be exported and how it will work with Babylon. The above scene had reflections on some objects in unity. (Most likely using Reflection probe). Those objects weren't having an exact same reflection in Babylon. One reason was microSurface and roughness being 0.5 and other was missing reflection Texture (or issue related reflection probe export). As far as I can tell. But please enlighten if I am wrong. Note: In above sentence, reflection Texture is the texture (i.e. skybox or HDR environment map) that is to be reflected on the surface. Not to be confused with reflectivityTexture, which as you rightly answered is copied from the metallic map, and defines which areas on the surface will have what level of reflection).
  9. BabylonJS Editor Toolkit - Version 3.1 Alpha

    @MackeyK24 I was pointing because I exported a model from unity where all materials were using "standard" workflow. And had the varying "smoothness" value in material properties. But after export, I checked using debug layer of Babylon, all material had roughness and microSurface as 0.5. I am using Unity version 2017.2.0f3 Personal. Also, can you tell me how reflection work? I saw metallic texture from unity goes to reflectivityTexture in Babylon. That's fine. But how does reflection probe work in regards to Babylon? I am new to Unity. I don't know how reflection probe thing works in Unity. All I know is the reflection on PBR material in Unity is completely different (far better) than the one in the exported scene in Babylon. In Babylon, it feels like there's no reflection at all. It looks like there's no reflection texture. (My scene is interior room. It's not like all typical PBR demo in Babylon where mesh gets reflection from environment HDR image).
  10. BabylonJS Editor Toolkit - Version 3.1 Alpha

    @MackeyK24 Due to the following code, 'microSurface' and 'roughness' properties of Babylon PBR Materials always remain 0.5. Doesn't that require a fix? Or I am missing something? Look at the code here https://github.com/BabylonJS/Exporters/blob/master/Unity 5/EditorToolkit/Assets/Babylon/Scripts/SceneBuilder.Materials.cs#L768-L787 Glossiness is initialized as 0.5 in the beginning of the function DumpGlossinessReflectivity. Now following ensures that variable roughvalue will always be 0.5 float roughvalue = (roughness == true) ? glossiness : (1.0f - glossiness); Now following ensures both roughness and microSurface remains 0.5 babylonPbrMaterial.roughness = roughvalue; babylonPbrMaterial.microSurface = glossiness;
  11. BabylonJS Editor Toolkit - Version 3.1 Alpha

    @MackeyK24 Great work. I played with unity and Babylonjs Editor Toolkit for unity. I was basically interested in PBR workflow. Ie. To be able to use PBR materials from unity store and export to babylon scene with PBR material intact. I also tried changing some properties in Standard - Standard Roughness - Standard Specular. As far as I can tell, the metalness property goes to specular in Babylon and normal map goes to bump map. I didn't find where to set reflectivity texture. It would be great if you can document which property of Unity material settings goes to which property/channel of babylon PBR Materials.
  12. Babylon exporter for Maya ?

    Waiting for Maya exporter badly. Hope it has PBR Material support. Thanks for the solution.
  13. Is there an exporter for Maya planned for development? Considering most game artists and studios work in Maya, wouldn't Maya exporter be good to have than 3DMax? Or Any full-proof way to take scene designed in Maya (including PBR material setup ) to 3D Max with no or minimal loss? (which then can be exported to Babylon) We tried export FBX and 'Send to 3D Max' method (For Maya to 3DMax). Although materials/textures are preserved in Max, they don't appear in Material editor. (So if some small change is to be made in material, you have to assign new material and make fresh setup)
  14. @Deltakosh Thanks for quick reply. I checked that page. But I missed the line "Involved parameters are highlighted bellow and described in following sections." One of the reasons for my question was basically trying to understand what properties to set in Max and what is ignored by the exporter. That is already answered in that screenshot with red highlighted properties. If someone has used PBR extensively and can share their experience of common pitfalls to avoid and common tips, it would be great.
  15. How to perfectly set up all possible PBR properties (channels and values supported by Babylon PBR material ) in 3D max such that it exports to Babylon perfectly in a manner that uses the full potential of Babylon PBR materials? (Without requiring to set any PBR properties by code or by using editor.babylonjs.com ) I am basically looking for best workflow method for producing realistic Babylon scenes (which have PBR materials for all meshes) using 3D Max. Any common pitfalls/suggestions/tips ?