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About Rolento

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  1. Hi Intega, Thanks for your questions, please see below for my response: With reference to: I'm curious about "illus´╗┐trate a new concept" vs "models need to be highly representative of their real-world counterpart". I am looking to create a design tool which enables equipment to be connected together to from assemblies. The "design tool" is the concept (i.e. a new conceptual design methodology), whereas the "equipment" will be based upon real-world models. So the 3D modelling requirement is to create models that are representative of real-world equipment (i.e. I will provide images of the real world equipment and I need a 3D modeller to create a representation of each part - it does not need to be an exact replica). I am not sure what the specific type of modeller is that I need (I suspect it is an industrial designer - as per your descriptions) - but effectively I just need someone who can create a 3D model based off 2D images that I provide. I hope that clears things up a little, sorry for being a little vague.
  2. Hi Dad72, Regarding the modelling project, it would be paid work. I posted this job here on the BabylonJS forum because I wanted to provide my support (where possible) to promote the website. I did see a few other commercial jobs posted on the forum, hence thought asking for assistance with 3D modelling here would be ok - if this type of request is deemed inappropriate I appologise and I will remove it. With respect to daily rate - I have no specific figure in mind. At this time I just want to connect with modellers, explain the project and then explore cost options. I hope that helps, thanks.
  3. Hi All, Im am building a tech-demo to illustrate a new concept and I am in need of a 3D CAD modeller who can rapidly create models to be situated in the 3D scene being constructed. The 3D models need to be highly representative of their real-world counterpart, but at the same time be relatively low poly count to ensure the generated 3D scene can run on multiple devices (e.g. mobile, tablet, etc). With respect to the parts that need to be modelled they are comparable in complexity to the following: The objective is to create real-world looking parts that that can be efficiently visualised in BabylonJS. If you are a 3D modeller that has the necessary skills to create these parts <rapidly> then I would very much like to hear from you (please send me your portfolio if avialable). FYI - upon completion of creating the parts for the tech-demo there will be an opportunity to work on the full project which will consist of hundreds of parts. Thanks in advance, Rolento
  4. Hi @NasimiAsl Awesome, your guidance has been A++++. I need a few days to go over the content you provided and get my head into the domain of shader code, but this looks pretty amazing. A question I was going to ask was how do I make the texture transition regions (joins) appear non straight (i.e. random / more natural). However, looking at some of the posts above I can see similar effects to what I am wanting have been illustrated. So once again I just need some time to digest what has been said. Thank you for your help on this topic, you have been a great help!
  5. Hi @NasimiAsl Wow! The solution you provided is exactly what I am trying to acheive. Looking at the code, its is pretty amazing to see that you have been able to implement the solution in just a few lines! Would you be so kind to answer a few more questions? 1) Looking at your code I have "tried" to understand what it is doing but I have to admit I am lost. Could you possibly add some comments to your code that explain what each line is doing? Also, if there is a website that you could recommend to enable me to learn more about how to use the ShaderBuilder library that would be great. I am a newbie in the realm of shaders therefore I need some hand holding... 2) With respect to the solution you provided can you possibly explain how I could apply it to my playground example? If you look at lines 86~94 you can see the code for making the transtions (i.e. between grass and rock texture). However, what I am wanting is to specify an exact location along the face of a shape where I want the texture transition(s) to occur (e.g. see the attachment). 3) How do I blend 3+ textures? 4) How do I specify the length of the texture / blend transition region? Thanks in adavnce...
  6. Hi @dbawel Sorry for the delayed reply, work keeps jumping in the way of me getting my teeth into BabylonJS at the moment *sigh*. Thanks for your guidance, from my perspective I need a little hand holding because some of these concepts you proposed are unknown to me. My biggest challenge at the moment is finding examples that illustrate the basics - then I can proceed to start building out my solution. If you are aware of any tutorials/samples that explain the concepts you are proposing I should adopt then I would really appreciate if you could share. At the moment I am trying to get my head around this workflow: > The simplest solution I can think of doing quickly and easily is to "generate" a seperate mesh duplicating the faces of your existing mesh which you wish to blend materials, and apply a texture to this duplicate mesh which by masking blends the multi-materials on your current PG mesh Im not 100% sure I follow the above process, but im guessing you are saying something like the following illustration I created: << see attachement >> * I dont suppose you could create a diagram to illustrate what you exactly mean assuming the above process illustration is incorrect? If on the off chance the above is correct can you point me the in right direction to explain how: 1) how do I "clone" / "copy" a region of a mesh as per the above? 2) how do I apply a transparency mask as per the above? 3) how do I blend the new mesh (i.e. mesh 2) to an existing as per the above? I hate asking so many questions but im really lost on this one... Thanks in advance for any help you can provide.
  7. Hi All I have been exploring multimaterial texturing today and its great. However... I have encountered an issue that I can see no obvious solution to. What I am wanting to do is have "smooth" blended transitions between each of the multi-textures that are applied to the shape. Provided below is the 3D scene I have created which has the multimaterial textures applied: As you can see there are two textures that are being alternated across the face of the 3D model - each transition is a "hard" transition whereby there is no blending. Question: What I am wanting is for each texture transition to be blended - is there an easy way to do that? One solution "hack" is to create a 3rd texture that is a blended rendition of the two textures, then I could insert this blended texture between each of the transitions. Hopefully there is a simple solution that prevents me from having to go down this route! Thanks in advance...
  8. Hi @gryff Sorry for the delayed reply, I have been off the scene recently (too much work - grr). Thanks for your pointers/advice, the approaches you have provided will help my get what I need done. Much appreciated!
  9. Hi @gryff Thanks for the reference sites and advice. I will have a play and see what works best for me. By the sounds of it the Blender decimator is not too hot, and it seems I would be better off using another solution like MeshLab. Anyway, I will give both options a try. Thanks.
  10. Hi @8Observer8 The example you provided is useful, it neatly shows how a simple scene can be put together using an imported model and texture file. I guess one of the challenges I have is that the models I am importing will be complex (i.e. have many subset meshes which require different materials to be assigned). So, I need to experiment with code/processes that help me achieve that. I think with the help I have received thus far I should be in good shape. Fingers crossed...
  11. Hi @gryff Thanks for the clarification regarding how materials are assigned to a shape - the process is now a lot clearer in my mind. Regarding decimation of models, I will take a look at MeshLab because my challenge is that I am being provided with high fidelity models that frequently exceed the 64k limit. So I need to decimate them so I can use them as desired. So thanks again for pointing me in the right direction (btw - I did not even know Blender had a decimation tool so I will play with that too).
  12. Rolento

    Displacement Map Tiling

    DOH! Yep that fixed it! Deltakosh you are.... a super star! Thanks for this enhancement (im sure others will love this too).
  13. Rolento

    Displacement Map Tiling

    Hi Deltakosh Awesome!!!!! But... I have a problem (I think) - when I click on the PG link for some reason the rendered scene does not seem to have the displacement map applied correctly (i.e. it looks stretched as per the original PG I posted). Would I be correct in assuming that the PG is not referencing the latest source code as contained within the GIT repo?
  14. Hi David Thank you for the information, I will check out the references and try and knock something together. This is exactly the kind of guidance I was looking for, so thanks again!
  15. Hi All I am trying to import a 3D model (created in Blender or 3D Studio Max) and I am also wanting to have all materials imported and applied to the 3D model too. So in essence I want to do the following: 1) design model in 3D Studio Max (create mesh and apply all textures to subset meshes at design time) 2) export 3D Studio Max model and convert to Babylon model (both mesh and textures materials included in exported file) 3) create a simple playground script that loads the exported model (and meshes) from step 2, then render them in a 3D scene I have searched the forums and I cant find anything obvious that talks to the above design/development process. If someone can point me in the direction of documentation that enables me to achieve 1, 2, 3 above I would very much appreciate it. FYI - my main questions are: 1) when creating the 3D model in 3DS or Blender is there anything specific I have to do to ensure the "materials" are correctly exported such that BabylonJS can read the model and materials and render them? 2) if the exported file (from 1) has to be converted into a specific BabylonJS format is there a tutorial? 3) what BabylonJS code do I need to use to; import the 3D model, import the materials, apply the materials to the model? 4) as I understand a 3D model imported cannot be more than 64k vertices due to WebGL constraints, in this situation is there a decimation tool that is recommended to simplify the complexity (vertex count) of the model? Ideally if someone has a PG script that explains how to import a 3D model and have the materials applied that would be great. * I suspect the above has been documented somewhere, unfortunately I cant find it (so I apologise if thats the case) Thanks in advance