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About dsman

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  1. 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
  2. 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?
  3. 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?
  4. @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 .. "
  5. @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"
  6. @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.
  7. The problem was something else. The camera was somehow reset/affected by our code.
  8. @Deltakosh We tried both types of URL. The one starting with file ( file:///storage/emulated/0/Android/data ... etc) and without it ( ///storage/emulated/0/Android/data ... etc). @JCPalmer Yes. We are going to store model files at runtime, so it can't be placed in www or asset folder. And it has to be stored/read in a platform-specific way.
  9. We are trying to build simple Cordova/ionic based Babylon model viewer. We are downloading and storing model files at runtime to App's folder in primary storage ( ///storage/emulated/0/android/data/com.vizmonk/files/code/front/models/ ) Now the problem is babylon.js is not able to load the .babylon field from that location. Following is console error and stack trace. Same file if accessed using ajax call and printed on the console it works fine (content is printed in the console in the screenshot below. )
  10. @MackeyK24 I want to try the new export code with improve lightmap png conversion so badly. It would be so awesome if you can tell me how I can pull your code.
  11. I think this is due to browser behavior of killing VR connection if WebGL app doesn't render a frame for certain period. Since BABYLON.SceneLoader is not async, frame freezes in HMD and then it goes black. Actually, it goes black because I have disabled Oculus Client Software exe process using process blocker. Other I see Oculus home after 4-5 seconds. I will try to reproduce in PG.
  12. How do we continue current webvr camera view inside HMD after loading another model using BABYLON.SceneLoader.Append? We have a scene, and a button to view in WebVR which works fine. Then there's some WebVR controller based interaction (Oculus controllers) that triggers loading of another model (basically something like teleporting to completely different model) using BABYLON.SceneLoader.Append. It just works fine just that Inside Oculus HMD, I see default oculus black screen with small loading graphic in bottom right (which the other model is being loaded) and then I see black screen forever (after the other model has finished loading). Although if I remove HMD and look at the page, it shows webVR split-screen view. But neither it tracks the HMD (The split screen view doesn't move based on HMD orientation) nor is there any display inside HMD. I tried camera.detachControl before calling BABYLON.SceneLoader.Append and camera.attachControl in the success callback of it.
  13. @MackeyK24 Is there any way I can pull your code? I would like to try the new version.
  14. As for your sample images of Babylon view, the lightmap (or shadowmap) is more dynamic. For me, it always appears a bit flat. There's something about probably how you are changing some properties/values that affects lightmap/shadowmap's dynamism in Babylon or you updated your code that reads unity's exr and generates higher quality png with higher dynamic range. Can you also send a screenshot of your lightmap settings for your Babylon view screenshot you sent above in your last post? I never got that good lightmap. Maybe because I am using progressive lightmapper instead of enlighten+finalgather. But progressive is supposed to be better and realistic. Or did you add any other lights than the ones that were already there in my scene?
  15. @MackeyK24 Sorry for replying late. I was traveling so couldn't follow up with the forums here. For a lightmap I had generated in Unity, I reduced "shadow map factor" such that it's more darker and shows up fine in Babylon. But somehow one particular surface was fully lit as if it didn't have shadow maps. But in fact, if you look at the lightmap texture image, the shadow map for that surface is there. Here's the ceiling surface in unity, with a perfectly baked lightmap. Here's the lightmap image. The ceiling part in the lightmap image is highlighted with arrow. Here's how it appeared in Babylon. Rest of the places, it appeared fine as you can see. Except ceiling, which is full white.