SvenFrankson

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About SvenFrankson

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  1. design with friends - room editor

    That's really good, well done !
  2. Thanks JC ! Seems like it will do the job
  3. Hi everyone, I know it's possible and advised to use InstancedMesh when several meshes share the same geometry and the same material. Is there some recommended optimization to do when two meshes share the same geometry but have different materials ? For example with this case : http://playground.babylonjs.com/#T4Z2V9#1 (here VertexData object is already loaded) Is there something better than two calls to "applyToMesh" ? Like obj1.geometry = obj2.geometry, this kind of thing... (my question is based on the fact that Unity explicitly share the same geometry across objects, even when Materials are different. But perhaps it's only done to optimize data packing / loading and has no impact at runtime...) (I'm fairly sure I have already found this question somewhere, but can't remember the answer nor find where it was...) Thanks a lot for your inputs ! Have a nice day,
  4. How to determine if a mesh is wall or plane

    Hi, Here's an example using some very advanced programming... http://playground.babylonjs.com/#Y1AVCL On click, watch for the hit normal, to tell between Walls, Floor or "Other objects" (see line 42) For this kind of cases, it could also be possible to compute some "normal medium" accross the mesh. Like the medium of all the mesh vertices normals, weighted by the area of the associated triangle. If you wan't to differentiate floors and wall, I guess it can do the trick even when walls are made with stretched cubes... (my guess is Hololens does some sick computation to tell between walls and ground, far beyond the kind of trick I'm talking about )
  5. Render 2D background

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

    From https://doc.babylonjs.com/babylon101/sprites , I would say the 3D size is set by the property .size (or .width and .height)
  7. 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...
  8. Hi, http://playground.babylonjs.com/#PGRNB3#3 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
  9. Indeed it helps. Once again, thanks a lot !
  10. 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)
  11. 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 : http://playground.babylonjs.com/indexstable#6DDR9C#1 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,
  12. 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)
  13. PBR, alpha and transparency

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

    Here they try to explain what you might want to do with quaternion addition : https://gamedev.stackexchange.com/questions/121021/adding-quaternions-is-useful The reason why you add vectors to compose translations and multiply quaternions to compose rotations is out of my math knowledge ^^
  15. PBR, alpha and transparency

    Hi, The last build has some changes in the way PBR Materials are rendered with transparency http://playground.babylonjs.com/index.html#VXEHT4#1 http://playground.babylonjs.com/indexstable.html#VXEHT4#1 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 !