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About SvenFrankson

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  1. Render 2D background

    Hi, I'd go this way Clear color with alpha = 0, and image set behind the canvas. But there's some odd cuts ^^ Maybe there's a built-in method ? Never heard about it...
  2. How does sprite size work exactly?

    From , I would say the 3D size is set by the property .size (or .width and .height)
  3. Interesting drag and drop issue

    Hi, Have you tried calling "mesh._updateBoundingInfo" ? I think I did that to solve some frustrum issues, it might be the same problem here if it's about bounding boxes...
  4. Hi, Here's an exemple using Dynamic textures to display red dots on the mesh uppon clicking. (on diffuse texture only, but it can work the same on normal and specular) Main issue in this example : Each face share the same UV area, so the red dot appears on every face (it happens often : If you have tileable textures on your walls for example...) If you have full control on your UV unwrapping, you can go with this method, otherwise it can be tough. Are you sure it's worth it over the Decal method ? It's flat texture in any case, so if you want to display some large hole in the wall (like a huge shell impact), you'll be limited by the amount of 3Dness you can get from Normal and Occlusion Maps, which is limited
  5. Indeed it helps. Once again, thanks a lot !
  6. Omni‐directional Stereo (ODS) Content

    Are you sure you need ODS from BabylonJS cameras ? We did something similar last month (bake an HD scene to run it in VR), and our workflow was the following - Create scene in Blender - Generate two spherical textures, it uses your ODS-generated projection. Blender takes care of it. - Apply the textures on two spheres, in Babylon. - Use a VR Camera from Babylon (it uses you first projection +- eye crossing) from inside the spheres. Each sphere is rendered on only one camera. - Then you can look around (but not move !), the HD scene appears in 3D with the quality of a baked render. (repeat many times to get an animation) It worked pretty well. As far as I know, the ODS projection is used to generated a texture from a 3D Scene. There no need to use it in real time when watching your result. (our demo is not for public use, but if it's unclear I can try to make a light demo so you tell me if we're talking about the same problem)
  7. Hi, It seems like in the GlossySpecular workflow, the values of diffuseColor and diffuseTexture are not multiplied together. Then, if you wan't a material with a quite saturated color, like Adding a texture with this green is not the same as setting this green as the diffuseColor. Sample playground is here : Is there a configuration for the PBR Material to get the result we see with a monochromatic texture, without using any texture ? Thanks a lot ! Have a nice day,
  8. GlassMaterial

    I see this : ایراد نامشخص : Uncaught DataError: Failed to execute 'get' on 'IDBIndex': The parameter is not a valid key. (Google Chrome, MacOS) Not working with Firefox either, but different errors (in javascript console, nothing in web page)
  9. PBR, alpha and transparency

    Thanks, that was quick !
  10. LookAt with gradual trasition

    Here they try to explain what you might want to do with quaternion addition : The reason why you add vectors to compose translations and multiply quaternions to compose rotations is out of my math knowledge ^^
  11. PBR, alpha and transparency

    Hi, The last build has some changes in the way PBR Materials are rendered with transparency In the last build, you need to indicate the Material requires transparency (transparencyMode) to have it blended with the background. Seems like in the last stable version it was its default behaviour. Is it intended ? Thanks a lot for your inputs, have a nice day !
  12. LookAt with gradual trasition

    Hi, Doing rotationQuaternion.x += 0.02 will not make the mesh rotate around anything, it's not the way Quaternion work. You'd better do something like rotationQuaternion = BABYLON.Quaternion.RotationAxis(BABYLON.Axis.X, 0.02).multiply(rotationQuaternion) I'm facing the same issues with the LookAt method, as it does not return a Quaternion (so you can't make a Slerp from your current rotationQuaternion to the lookAt rotationQuaternion), Here's a method (at the end of the script) that returns a lookAt Quaternion from which you can call slerp.
  13. PBRSpecularGlossy and ReflectionProbe

    I just tried to assign an empty one to the texture, the differences are pretty small (the objets are quite small and glossy) and there's no freeze during scene load. I guess my problem's solved, thanks !
  14. PBRSpecularGlossy and ReflectionProbe

    Thanks Sebavan, I'll try it, seems like it could do the trick for us I think my side question was "What does this computation do ?" ? It's about extracting light information from the texture ?
  15. Hi everyone, I'm facing some issues with the use of ReflectionProbe, may I please request some help ? Here's the use case : Some object is in a room with walls and windows, and I'd like the walls and windows to reflect on the objet. So I add a probe at the object's position, push the walls and windows in the probe renderList. And it works pretty well ! (here, the cube is the object, the balls are the walls and windows...) But in some cases (like in the linked playground), there's some long and synchronous computation when it needs to call ConvertCubeMapTextureToSphericalPolynomial. I think it's correlated to the type of the Material I'm applying the probe texture on... Is there a workaround to avoid this computation ? (beside reducing the texture size ?). On a side note, I have very little knowledge about the concepts of light harmonics, but why does this computation only happens once if the probe is updated each frame ? In advance, thanks a lot for your inputs ! Have a nice day,