Nabroski

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Nabroski last won the day on July 17

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About Nabroski

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    Mannheim, Ger
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  1. Nabroski

    Projecting camera onto 2d world

    https://www.babylonjs-playground.com/#VNE2Z#22 https://www.babylonjs-playground.com/#1BGF1O#3 https://www.babylonjs-playground.com/#1BGF1O#4 http://www.babylonjs-playground.com/#4IVMG#1 https://www.babylonjs-playground.com/#1JPHAD#11
  2. Nabroski

    Projecting camera onto 2d world

    Just from *.gif you shared: you projecting from 2D to 2D. And in this case ,it is a basic Javascript you can copy, paste from Stackoverflow. Map one range to an other. Assuming you have a second canvas, like a minimap situation, you get you mouse coordinates (w: 50px h: 50px) and your football/soccer field (BabylonJs plane) is the canvas you "paint"/project the mouse position ( w: 200 babylonjs3Dunits, h : 200 babylonjs3Dunits ). So the coords on the minimap needed to be “screched”/mapped to the BabylonJs Plane, very simple, (3 lines of code) The 3D and the 2D world thing, you are talking about, - is usually needed if you want to pic an 3D Object in 3D Space. I’m sure someone will answer this one properly soon, meanwhile you can use the BabylonJs Forum Search ( right corner the beneath login form ). I see this question pop up like every 2 Weeks.
  3. Nabroski

    Creating HDR cubemap with probe

    Hello painless and fast forward, without going in detail. My generation, people in the 30ties and older, get used to watch RGB(A) 8bit Images. Unfortunately this is only a portion of what human eyes is capable of perceive, and how real world object interact in light when it comes to calculations on a math based understanding. That the simplify version, don't want to write an essay and also not saying something wrong. So to pack more information into images is where the High Dynamic Range as scientific field of research originated. Nowadays low cost HDR Monitors are sold on consumer market and also Cameras going digitally with better chips build in to process information. It is not only about the Image, is about the hole chain of technology needed to produce and receive such images. Camera with Super Wide Lenses with a WIFI build in, you can preview the picture you about to take on your Smartphone, very convenient. thouse are only base markers it this procedure. As i said, hole topic on this own, read that stuff up online. Psychically Based Rendering collect techniques that are matches that of the physical world. With this in mind you can(should) go and what a tutorial on YouTube about (any) Photography and how to take a HDR shoot and replicate you 3D Scene for a real physically based experience. How to: place a camera in the middle of you World Scene. rotate it 90 degrees: Make screenshoot: 4 shoots in four directions ( X, Y, Z, -Z ) 1 shoot up 1 down. repeat the process 3 this in your scene 1 time underexposed ( going for shadows ) 1 normal lit scene and 1 overexposed ( highlights ) process the 6 separate LDR images to 3 Cubemaps pack them as one HDR Cubemap you done Their are tones of software online: To process LDR (3 Cubemaps) images and pack them as HDR also to create Cubemaps and DDS files. Sounds scary at first. Never done it on a Babylonjs 3D Scene, so take this advice as the rough theory, for what I read and know so far. So you the Pioneer. Congratulations.
  4. Nabroski

    preprocessor ifdef elseifdef?

    This is called a shader permutation hell. Babylonjs is master of this technique and it has understandable reasons (more or less), that's not the point. Think over it. Are you really winning something ? The compiler still needs to hold the hole damn thing in his register in order to throw and error exception. In worst case you end with something like this, scroll down, yes a bit longer, do you notice something. It's 2018 we not in C/C++ DX Engine, WebGL relies on Javascript, when you look closer at you shader, it is just a simple string, - manipulate the s t r i n g not the shader.
  5. :host { z-index: 1; height: 650px; width: 100%; } You can handel it whatever for futher generations of dev. the shadow DOM istent setup correctly at engine init state.
  6. yes you right, but you in the default vertex so the debugger prints the right error: FRAGMENT varying ...etc. becourse, and i say it again, you in the default VERTEX of babylonjs postprocess shader, see link i shared. https://www.babylonjs-playground.com/#NAG06Y#82
  7. the error comes from the postprocess; https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/postprocess.vertex.fx https://doc.babylonjs.com/api/classes/babylon.postprocess#useownoutput don't ask me any further i don't use postprocess, have no idea how you can make it fully functional
  8. Not what you asking for: you can experiment with the edge renderer. i did http://playground.babylonjs.com/#7HZISY
  9. Nabroski

    apply PBR material to obj after import

    Not sure if this will answer any questions, but this is how people done it, back in the good old days: http://www.html5gamedevs.com/topic/24210-textures-not-loaded/ they call me - the M a s t e r of cloning. Links are broken, was hosting stuff on Gdrive, and it quit some of the service (or something) https://www.babylonjs-playground.com/#95MJI8#7 http://www.babylonjs-playground.com/#RBMUC#13
  10. Few examples docs: https://doc.babylonjs.com/babylon101/sprites playground: https://doc.babylonjs.com/playground/?code=Sprite https://doc.babylonjs.com/playground/?code=playAnimation
  11. Nabroski

    Engine/resize() according to screen width

    easy http://www.babylonjs-playground.com/#H5TZ2P
  12. Nabroski

    How do I actually use gradients

    not sure it works correctly on my pc : https://www.babylonjs-playground.com/index.html#2IFRKC#28
  13. Nabroski

    shaderbase classic number render

    i think the real big challenge here is to write some notes, my English is also not the best, .- just a simple word, like get uv, compute light, etc. you have to pass some mouseclick event, i guess: https://www.babylonjs-playground.com/#HJSZ84#4 like your shader! Good Luck
  14. Nabroski

    How do I actually use gradients

    it's a bug here is the working shader version: https://www.babylonjs-playground.com/#2IFRKC#26