MackeyK24

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MackeyK24 last won the day on September 20

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About MackeyK24

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  1. Import Lightmaps from Unity

    Yo are right... I will not ship the .exe but will make a reference to the Github releases for the DirectX texture Tools should you wish to use them
  2. Scene Environment Texture

    Yo @Deltakosh What is the scene.environmentTexture used for... It seems to have something to do the either the skybox texture or the reflection probe texture... if I am dumping the the skybox texture on a box surrounding the scene and I am using the skyboxes reflection probe texture as the material.reflectionTexture What do I need the scene.environmentTexture for and what should it be the skybox (which is HIGH res six-sided CubeTexture or the LOW res reflection probe texture which can be a six-sided but can also be a HDR or DDS Cube Texture) I am trying to make the base Lighting and environment functionality for the toolkit... if that scene.enviromentTexture is something I SHOULD be setting (especially since I have the skybox and reflection probe texture handy... I might as well set the scene.enviromentTexture as well... if that is what I SHOULD be doing)
  3. EXR (HDR) Texture files

    Does BabylonJS support .exr (HDR) cube maps ???
  4. Import Lightmaps from Unity

    Yo @Sebavan and @Deltakosh... I found some really simple command line DirectX Texture Tools: TexAssemble Wiki and TexConv Wiki Its ALOT easier to use/install than IBLBaker (I still never got that going so I really don't know what that software is like, how good are the HDR/DDS Tools it has) The Latest Binary DirectX Texture Tools. You can assemble then convert HDR/DDS and many other formats (Note: Convert adds mipmap and compression to an assembled DDS) Example Usages // Tone Map High Dynamic Range To TIFF c:\dxt\texconv country.hdr -wiclossless -wicq 1.0 -ft tif - AND - // Assemble Direct Draw Surface Cubemap c:\dxt\texassemble cube -w 512 -h 512 -o cubemap.dds px.png nx.png py.png ny.png pz.png nz.png - AND - // Generate Mip Maps And BC1 Compression c:\dxt\texconv cubemap.dds -m 0 -y -f BC1_UNORM I have included the windows .exe in the Toolkit/Plugins/Windows Folder as well
  5. equirectangular skyboxes

    Sorry but I think I need a sprat topic for this... I know we are working on DDS ... and that is great... but it still has to do a bunch of WINDOWS ONLY API to generate cube map faces and mipmaps and so on... Hey @Deltakosh and @Sebavan can you please tell me what you about this and if its possible... if its NOT possible, please let me know and I will leave it alone. I tried using as a regular texture and equirectangular setting (I forgot the exact syntax, but there is a switch to say equirectangular) but just using that alone causes a funny swirl at the TOP and BOTTOM POLES But is there ANYWAY to just use 'preprocessed' equirectangular image as a skybox... even if still in the DDS file format but use equirectangular image format like this BEAUTIFULLY tone mapped HDRLabs file country.hdr -> country.png Please ... let me know something
  6. Import Lightmaps from Unity

    Yo @Sebavan... I tried... Cant even build the GitHub project. Is say looking for Visual Studio 14 (I think its referring to 2015 but says Version 14)... Cant get old VS2015 to install on my machine after I had VS2017... I tried to run the pre-built version in bin64 and it just CRASHES after loading a few of its .dds files. I also tried several DDS conversion software... All of them just basically convert to dds image format... None of them can actually take a panorama HDR and "Auto-Magically" create a single DDS files (with the proper features like mip maps and it looks like some kind of framing for the faces)... If you look at on of the sample contrySpecularHDR.dds in Visual Studio... the properties says it has frames and using 64bpp RGBA Half pixel encoding... Now if you can get and generate a dds like that your golden... BUT THATS TOUGH... Thus far... I found a old port of the AMD CubeMapGen windows program... Is I basically have to take the panorama HDR file and SPLIT OUT the Cubemap faces to separate images (using either 3rd party software or my own internal Cubemap splitter based of Unity Image Importer) via a Spherical to Cubical conversion. In unity we can use API to render out Cubemap faces... 3rd party software that lets convert Spherical to cube and save out faces as images... Then I feed those images into another software that is capable of create DDS Cubemap (again which uses frames and mip maps) from cube face images and reconstruct all that back into a single file (but in DDS Cubemap format)... For now I am at least having SOME positive results using the CubeMapGen ... Still don't have a workflow yet
  7. Import Lightmaps from Unity

    What is Lys software ?
  8. Import Lightmaps from Unity

    Im working as fast and best as i can to get a version out. Like I said before I could use a partner to help with some of listed issues
  9. Import Lightmaps from Unity

    Hey @Sebavan... Do you have a working copy of this IBL Baker... I gotta say... ITS HARDER to get a panoramic dds file than it was workin with just .HDR. Every converter I can find DOES NOT create the proper DDS with the frames and mip maps... the ONLY dds files I can get to work are the few VERY LOW RES dds you have samples for like the countrySpecularHDR.dds I cant get this stupid IBL baker to build... Is say looking for Visual Studio 14 (I think its referring to 15 but says 14)... Cant get old VS2015 to install on my machine after I had VS2017... I tried to run the pre-built version in bin64 and it just CRASHES after loading a few of its .dds files. Bro.. Are you sure we cant do what we talked about before... Just using regular PNG pixels and maybe create some kind of LDRCubeTexture. I can easily tone map a HDR down to LDR and make the panoramic png... the only problem was trying to use the panorama png with the current babylon renderers and switches to try use panorama files show funny spiral at the very top and very bottom of scene when trying to use as skybox. HDR is way to big and expensive... and these HDR Cubemap DDS (not just simply converting to the DDS format but has to use frames and mip maps and I think 64bbp RGBA Half encoding)... Its going a be tough to freely make those kind of dds files
  10. Import Lightmaps from Unity

    If Babylon.CubeTexture is the 'customType' in the json then I should just be able to set the raw .dds: "reflectionTexture": { "customType": "BABYLON.CubeTexture", "filtered": true, "name": "Level_Skybox.dds", "level": 1.0, "hasAlpha": false, "getAlphaFromRGB": false, "coordinatesMode": 5, "isCube": true, "uOffset": 0.0, "vOffset": 0.0, "uScale": 1.0, "vScale": 1.0, "uAng": 0.0, "vAng": 0.0, "wAng": 0.0, "wrapU": 0, "wrapV": 0, "coordinatesIndex": 0, "isRenderTarget": false, "renderTargetSize": 0, "mirrorPlane": null, "renderList": null, "animations": null, "extensions": null, "samplingMode": 3 }, Is that the way to use .dds file directly in a texture or is there another class to handle .dds like BABYLON.HDRCubeTexture or a specific BABYLON.DDSCubeTexture that I just don't know about ???
  11. Import Lightmaps from Unity

    I found this in some guys loader: scene.environmentTexture = BABYLON.CubeTexture.CreateFromPrefilteredData("src/images/" + options.environment + "SpecularHDR.dds", scene); scene.environmentTexture.gammaSpace = false; if (skybox) { skybox.material.reflectionTexture = scene.environmentTexture.clone(); skybox.material.reflectionTexture.coordinatesMode = BABYLON.Texture.SKYBOX_MODE; } else { skybox = scene.createDefaultSkybox(null, true,); } First off if the regular cube texture is use for dds files... how would I serialize that cube texture like any other texture second ... what is scene.enviromentTexture. and Why would you need or use that if you have a skybox reflection texture ... What is the advantage od settings a .dds INSTANCE to scene.envorinmentTexture and setting a cloned instance to skybox.reflectionTexture ?
  12. Import Lightmaps from Unity

    Im sorry @Sebavan but I don't see how to use DDS... Are we just using the BABYLON.CubeTexture with a .dds or is there some BABYLON.DDSCubeTexture class ... The link just says about converting to .dds
  13. Import Lightmaps from Unity

    That version you have is really a proof of concept version... My new version is WAY BETTER with a tons of built in features for baking lights as well as ton of other stuff like Animation State Machine, Transitions and Partial Blend Tree Support. I need some 'Technical Guys' to help me finish up a few things like: 1... Playing weighted animation blends on bones (not simply interpolating between animation clips or ranges) 2... Particle System Update Of Time Features 3... Using a Texture Atlas in GLSL Shader (fract function in GLSL leaves edge seems) 4... LDRCubeTexture implementation for Tone Mapped HDR skyboxes (Hopefully @Sebavan is still going to create this ) 5... Animation FootIK implementation (Wish List) Ping @Deltakosh ... If you can Gove me tutorial on how I can implement this 6... Networking Support (this guy got networking: http://shellshock.io)... I would LOVE if ANYONE can tell me how he is doing this ??? PLEASE 7... Terrain Grass Billboard and Detail Prototype Support to go along with the TREE instances support that I have working now for Terrains 8... Lightmaps with ambient occlusion support (Wish List) Ping @Deltakosh
  14. BabylonJS Toolkit 3.1 Alpha... Coming Soon... Looking for partners to help finish up the details and get released... FYI... Check out this screen shot with shadows... I am asking for support of ambient occlusion WITH light map support:
  15. Import Lightmaps from Unity

    BabylonJS Toolkit 3.1 Alpha... Coming Soon... Looking for partners to help finish up the details and get released... FYI... Check out this screen shot with shadows... I am asking for support of ambient occlusion WITH light map support: