Rodrix3

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About Rodrix3

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  1. Rodrix3

    Lamps on Babylon / Open Contest!

    Here you go . Screenshots from @Pryme8's playground:
  2. Rodrix3

    Lamps on Babylon / Open Contest!

    WOW.. is all I can say for now (I am following through all your updates!!!) My two cents (probably not what you are asking, but just in case): material.emissiveColor is what you are looking for?
  3. Rodrix3

    Lamps on Babylon / Open Contest!

    Thanks again @dbawel for the explanation and for sharing this incredible knowledge. I am following a bit better now but still have some doubts. When you say "use alpha channels in the 32 bit textures for transparency".. do you mean: use alpha channel on albedo, or emissive textures? Is this what you mean: If not, we can name GREEN the Lampshade Inner , and BLUE the Lampshade Outer. What materials would you use for GREEN and BLUE? Thanks so much in advance!!! ...thanks for the patience in helping me understand how this works :).
  4. Rodrix3

    Lamps on Babylon / Open Contest!

    @Pryme8 wow wow wow! What is this? Look at this screenshot. It runs at 60fps on my computer (with vsync on) having all quality settings maxed out: It's absolutely amazing! I can't believe it is dynamic light. Here is the direct link to the demo: http://codeflow.org/webgl/deferred-irradiance-volumes/www Article: http://codeflow.org/entries/2012/aug/25/webgl-deferred-irradiance-volumes/#goodies (it is one of the links from @Pryme8). ..what even surprises me more is that the demo is from 2012? What? How come this hasn't been implemented into any actual engine? The article reads: >> In order to sample the scene I need to render it from the point of view of 47 lightprobes. These probes are 6-side cubemaps in a low resolution. A naive approach would be to render the scene 47 times, but that would be too slow. So instead I build a dictionary that maps to UV coordinates in the lightmap as well as the diffuse color of the scene from the probe. WOW. What a clever idea. No plans to create this on Babylon? The post from 2012 even has implemented Variance SSAO. I am just plain confused! How is it possible that 6 years passed and none of this is mainstream? The voxel webgl 3.0 technique also impressed me, but I think I was even more impressed by the demo from 2012. Thanks @Pryme8 for a glimpse into the future - or into the past??? I still don't understand why this hasn't even implemented on other engines... or has it?
  5. Rodrix3

    Lamps on Babylon / Open Contest!

    @dbawel thanks so much taking the time to write such a comprehensive reply! I really really appreciate it! Sorry it took me some time to reply, I needed to digest all what you wrote to understand it. It sounds like golden nuggets to my ears! However, I am not being able to understand it all. >> ... creating multiple duplicates of same surfaces. If I do, I get mesh artifacts. Maybe you are talking about giving the "outer face" a material, and the "inner face" another materials? Or actually creating multiple "inner faces"a few units away, so it is always at the same position but not really touching, so to get like a parallax effect? If so, what is the benefit of doing this, versus, applying emmisive, transparency, and all maps together on one material? >> ... make the duplicate entirely transparent. When you say "entirely transparent" do you actually mean like 90% transparent? Because if it is entirely transparent what's the point of having the object. Obviously I am missing something that I am not understanding.... Could you explain a little more this idea of overlapping multiple layers of the same mesh? Thanks so much in advance! REALLY appreciate all your help
  6. Rodrix3

    Lamps on Babylon / Open Contest!

    Thanks @dbawel, I appreciate the link and input. Very interesting!!! However, I think would be attractive for @Wingnut :D, who wants everything to be dynamic! As for me I am looking for the most photorealistic results, but it cannot "render" on the fly. I am happy to have static lights, and static lightening, as long as it is photorealistic. So it should be either pre-renderered or "faked" since what I am doing is a VR experience for very high-end computers. So everything needs to be already rendered on every frame, and the user should not see the pixels forming. I think that my pipeline is missing what @V!nc3r is mentioning, as I am only baking AO. Do you have any other tips? Thanks so much for your time. Really appreciate it
  7. Rodrix3

    Lamps on Babylon / Open Contest!

    Yes! Please!!! I would be delighted!!! Thanks so much in advance @V!nc3r! That article would be priceless!! These free 3d models of a lampshade might be usefu if you are struggling finding one: https://archive3d.net/?a=download&id=35c453f0#, https://archive3d.net/?a=download&id=cd1743e0. Or literraly thousands here: https://archive3d.net/?category=20&page=49 ...or do it with any model you have at hand. Thanks again @V!nc3r. I will be eargely waiting for your article! P.S. @Wingnut, did you know that you can bake only AO, and still have dynamic lightining and move objects around? AO shadows are usually not light source dependent (they are the shadows that the object casts on itself). So that means that you can combine AO baking + dynamic lightening! This creates much more realistic VR scenes!
  8. Rodrix3

    Lamps on Babylon / Open Contest!

    @dbawel, thanks for the reply. I am interested in the lighting specific shaders and what else can I do. Even if not "practical" it is good for me. The reason is, my target machine is a 32 gm RAM machine with a 1080 GTX card (target = my computer). So I don't care about low fps as long as I get the most photorealistic resutls... I just want to achieve the best result, not matter the fps cost. What else can I do? Can you give me some pointers so I can investigate? How could I use lighting shaders if I am using PBR material? Are you talking about replacing the PBR material completely by another Material shader? Or are you talking about using PBR and applying a postprocess to the material shader? (not sure if that's actually possible with the current Babylon pipeline) Also I don't understand how the baking of light can be done (regular light, no AO). How would I use that combined with AO maps? Would I bake the entire diffuse texture with the lights and apply that as albedo texture (I am using PBR), and on top of that use the AO baking? Or are these two different incompatible techniques? The thing is, the AO doesn't give me the yellowish glow on the lampshade that I am looking for, it just gives me a black and white graident that doesn't even take into account lights. Are you using XNormal? Are you using some other tools? Thanks so much for sharing this valuable informaiton - it could be really helpful for me. P.S: @Wingnut, I haven't posted any sandbox yet, because my results aren't good enough.. (not better than the photo I posted). Plus it would be just uploading a glb with no code, since the AO texture is prebaked. But as I mentioned before, using emissive is killing the AO texture.. so the whole thing is worthless (I was about to post and prepared a sample.. but the results are not good). Once I am able to achieve a better result, I might upload something to the sandbox
  9. Rodrix3

    Lamps on Babylon / Open Contest!

    Thanks @dbawel and @V!nc3r! However could you guys go into more specifics? For example, for my scenes I use AO baking, and an hemisphere light, and sometimes a point light. The AO baking I do it by exporting the model from 3ds Studio Max and then using XNormal app to bake the AO, which is applied on channel 2 where I have planar uv maps. My work flow is the following: - I apply PBR materials to all scene and adjust until I am happy with the result. - Then I bake the AO shadows for each of the objects of the scene with XNormal. - Then I apply the hemisphere light and any other light with physical model. What would you recommend me to add to my workflow or change, so I can make the lamps look realistic? Unfortunately I am not familiar with any other type of baking than AO. I am aware of full light maps baking (although I never used) but know that is not compatible with adding lights on the scene as I am doing. Please give me some more concrete names of techniques or what apps to use so I can investigate further, and make these lamps more realistic! Thanks so much!
  10. Rodrix3

    Lamps on Babylon / Open Contest!

    Very nice @V!nc3r! You got a ver nice showcase. Could you tell me more about your ideas? I have tried adding ambient occlussion shadow, pre-baked texture, to the lampshade. However, as soon as emissive is on, all traits of ambient occlusion shadows disappear. What exactly do you bake and how? In my models, I just bake AO for all. I am not familiar with IES. @Wingnut, I agree with Vinc3r that baking textures is important. Beware, however! You can bake AO shadows and still have dynamic lights. AO is the fine details of the shadow, usually independent of a light source. For me this is the key to achieving realisim. And yes, it takes LOTS of work from setting up the scene, export, baking, and setting up the materials again. But it is worth it! Anyways.... I still can't think of how to make this lampshade realistic. I am beginning to think that emissive should NOT be used at all. Any ideas?
  11. Rodrix3

    Lamps on Babylon / Open Contest!

    Thanks @Wingnut! Really appreciate your kind message and help :). I am trying your idea, and for ceiling lights emissive + glow looks good. However for lamps with a lampshade.. it looks unrealistic! Take a look: This is the model without emissive: I still need to add the prebaked occlusion map shadow, but I don't think that will make much difference. Any further ideas to make this more realistic? P.S: I love your idea of "lamp contest". I have just changed the name of this post. It would be great if others post their lamps! + technique! Edit: I can't seem to find how to edit the title of the post ...
  12. 1) I would like to have real lamps on Babylon. Like this: I know what you might be thinking - on Babylon we have "lights". However, I want to be able to have a *lamp* that emits light, and at the same time the lampshade gets lit and occludes the lightning. Just like in real life, in photo above. Is this possible? If not, can it be simulated? E.g: using a translucent material for the lampshade material and using a spot light? Any ideas of how to achieve this as realistically as possible? Is there any demo of an actual lamp object + a light source? 2) What about ceiling lights, like this one: How could this one be simulated? Could we use no light source at all, and just use emissive material and glow layer post process? 3) Performance. Could we have the light just light up certain elements (the lamp, the lampshade, and the floor where it is positioned), or does it necessary need to light all scene? Because using this idea could get very expensive in terms of performance. Thanks so much everyone
  13. Rodrix3

    Photorealistic Skydome for Babylon

    I am so glad you are the same person @BitOfGold. It's AMAZING to have you here. Your shader blew me away! It would be awesome if you can help complete this. I think it would make this into SkyMaterial 10.0! Regarding the noise, texture I grabbed the one from ShaderToy. However, there are artifacts, I believe caused by image filtering. I am not sure how to get rid of those. No one seems to know more about image filtering and how to get rid of this, as I haven't had any replies about it. Maybe Raw texture would help, I am not sure? Anyone have an idea about this? I hope you have some time so we can complete this implementaiton. Thanks so much!
  14. Rodrix3

    Advanced Reflection Probes Blur

    Thanks @Deltakosh! Ok I am glad there is a way to add a custom postprocess. Now the "hard part" will be creating the shader. Thinking out loud: Layer 1. Depth Pass: "white" close by objects / "black" far away objects. Layer 2. Crystal clear image. Layer 3. Crystal clear image + blur applied to entire image homogenously. Final Output: output.r = mix([blurred image].r, [crystal clear image].r, luminance([depth pass]); output.g = mix([blurred image].g, [crystal clear image].g, luminance([depth pass]); output.b = mix([blurred image].b, [crystal clear image].b, luminance([depth pass]); We are interpolating the pixel from the "clear image" <--> "blurred image" pixels, using the luminance of the depth pass as an interpolation factor. The luminance of the depth pass is 0 for far away objects, so in those cases we would be getting 100% the pixel from the blurred image. The luminance of the depth pass is 1 for very close objects, so in that case we would be getting 100% the pixel from the clear image. Anything in between will be a value from 0 to 1 for the luminance, giving us an interpolation of blurred / clear image. That would be the pseudo code for the shader; which would give a more blurred image for far away objects, and more clear image for close objects. For objects that are close and get further away, the blur would appear in a gradient form. It took me a while to figuring this algorithm, but I think it would work very well. Any thoughts or improvements? ..and do you think anyone could contribute to coding this into actual code? And most importantly, is there already a way of easily calculating a depth texture (z)? That part is complicated as it is a multi-step shader, where the input of one of the uniforms (a texture), would be the depth pass, calculated in a previous pass. This would depend heavily on how the postprocessing pipeline has been created on Babylon to see how easy would be to implement this.
  15. Rodrix3

    Photorealistic Skydome for Babylon

    Update: I tried LINEAR filter thanks to @Deltakosh who provided me the code for LINEAR filter ; however, we are still having the same issue :/: http://www.babylonjs-playground.com/#11GAIH#49 Right now it is using: mainTexture = new BABYLON.Texture("http://i.imgur.com/kUJBvin.png", scene, true , false, BABYLON.Texture.LINEAR_LINEAR); What I can say is that this result provides much less artifacts than: mainTexture = new BABYLON.Texture("http://i.imgur.com/kUJBvin.png", scene, true , **true**, BABYLON.Texture.LINEAR_LINEAR); OR mainTexture = new BABYLON.Texture("http://i.imgur.com/kUJBvin.png", scene, true , **false**, 1); //OR NEAREST FILTER ...however, we are still having the same artifacts as with trilinear filtering.