V!nc3r

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Everything posted by V!nc3r

  1. This thread is close, please use the new forum instead: https://forum.babylonjs.com/t/from-blender-to-babylon-lightmap-workflow-tutorial/106
  2. I haven't go deep into Blender 2.8 until now, but I'll try to soon, and so be able to test your current update. I will update my cornellBox blend file for Blender 2.8.
  3. V!nc3r

    New forum

    That's very great to now have a https://forum.babylonjs.com/ url Is migrating html5 forum to discourse too difficult to do?
  4. Which 3D modeler do you use? The best way is to use RTT method: duplicate your current object unfold UV on your new object within [0,1] bake your old object into your new one
  5. I just see here that new gltf beta doc is available: https://gltf-blender-io-docs-gbueavkvns.now.sh/addons/io_gltf2 Maybe some tricks about principled use can be helpful or inspiring?
  6. I think keep using Roughness rather than the specular could be the right way even with the Principled.
  7. My feeling (confirmed by the new inspector) is that the range is 0 - 128. And about the convertion from Glossy BSDF roughness to Standard SpecularPower, here my guess: roughness = 0 give us specularPower = 0 roughness = 1 give us specularPower = 128
  8. V!nc3r

    Gif Creation

    And about your issue I'm not sure if it's possible to generate a gif using javascript? In that case, documentation has to be more explicit, saying that gif isn't exported, but that you can generate image frames so as to transform them in gif with your own tools (Photoshop, Gimp, imageMagick, etc)
  9. V!nc3r

    Gif Creation

    (just a little advice for forum users: do not click on the PG link, you will be asked 90 times by your browser where you want to download each image 😄 )
  10. Yep, as JCPalmer said, switch to Internal Render (and pay attention to texture influence assignation). For now if you absolutly wants keep Cycles, use gltf file format instead (by using this your file will use the PBR workflow). You'll also maybe be interested in a tutorial I made about Blender to BJS workflow.
  11. @trevordev I thought I was spotted a bug on my currently pro-project and was'nt get the time trying to reproduce it on the playground, but @MarianG playground show the issue: ktx textures when used have to be invertY (but not the source texture if fallbacked) as the ktx standard says. MarianG textures looks like fine:
  12. (I haven't redo tests since the last fix, 'have to do that) @MarianG if you load a file (fbx, babylon, gltf, etc) with materials using textures (with their usual format - jpg, png, etc), the engine should load them as ktx is the file exist. And you just have to use this bit of code: var available = ['-astc.ktx', '-dxt.ktx', '-pvrtc.ktx', '-etc1.ktx', '-etc2.ktx']; var formatUsed = engine.setTextureFormatToUse(available); (no need to transform your textures url with .ktx)
  13. If you specify the url, is this still happen ? example: BABYLON.DebugLayer.InspectorURL = 'https://preview.babylonjs.com/inspector/babylon.inspector.bundle.js';
  14. OK so I suppose I can stop working on this myself-auto-assignation task isn't it? Nice to see that a rebranding process is on the move!
  15. That's nice explanations! I'm probably not the best person to be in charge of that, especially 'cause I don't have much experience in UX things. When you say does that mean you already have a guy on this task?
  16. I was taking example from glTF process, where ORM texture is available (even if Occlusion map have its own node, we can use the same texture as Metallic Roughness). And about how to merge metallic, roughness & occlusion in only on texture: you get your differents passes as black and white images, and the simpliest way I found until then is to use Allegorithmic Substance Designer which is perfect to combine image data, but I think its also doable through Photoshop, Gimp, maybe Krita and even CLI tools like ImageMagick. Substance Painter can also export directly ORM using gltf export pattern. About occlusion it needs some node mixing to get it in a Cycle shader (but if its in ORM texture, BJS user can activate AO pass using useAmbientOcclusionFromMetallicTextureRed = true;)
  17. yep, maybe it could looks better with progress bar or rotating thing
  18. Actually, Blender use indices too, but you can give a name to them. For example, if you have an active object and type bpy.context.active_object.data.uv_layers[0].name in the console, you should read your first UV channel name. If you change the 0 by 1, you'll see the second UV channel name, etc. This index number is exactly the same than the coordinatesIndex one.
  19. actually I was on the wrong track: some meshes share the same material, but some have UV use by "wall" material on first channel, others on the second, and other doesn't have second channel and as the exporter log says: and I have also this in the .babylon: "materials": [ { "name": "hextiles_2_0.wall", [...] "diffuseTexture": { "name": "wall.png", [...] "coordinatesIndex": 1 } }, As your mesh doesn't have two UV chans, coordinatesIndex = 1 can't work on it.
  20. I just had a feeling, and I suppose attaching to a new primitive just made a kind of data cleaning/reset.
  21. OK. It seems this mesh was broken, so I attached it to a new Cube and it solved the issue
  22. Here a little progress, for now which one you guys prefer? https://raw.githubusercontent.com/Vinc3r/graphic-assets/master/BJS-loading-screen/_ideas_/logo-BJS-render/multiple-views0000-0100.mp4 Do not hesitate to suggest me ideas. Currently these anims are made using Blender, allowing quick-and-dirty tests, but I try to only use CSSable animations.