pichou

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About pichou

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    PichouPichou

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  1. Hey Guys I have an issue with gradientMaterial. Here is a basic playground where everything is fine : https://www.babylonjs-playground.com/#2IFRKC#8 If I use a DirectionalLight instead of HemisphericLight, the material become much darker and the gradient is already almost not visible : https://www.babylonjs-playground.com/#2IFRKC#9 And if I change the sphere for a plane or a cylinder, the gradientMaterial become only dark : https://www.babylonjs-playground.com/#2IFRKC#10 Does this mean we can't use gradientMaterial with directionalLight? Thanks Pichou
  2. Reverse Particle System

    OK Great I can do that! Happy to help the community! I will try to think of what information would be good to have when I am in a documentation page. Is there a topic in this forum where I can share any improvement ideas or ask for details before suggesting a change on github? Cheers
  3. Reverse Particle System

    Hey deltakosh, Thanks for the particle details. I am very flattered you ask me for help on the doc considering the fact that I have been working with babylonjs for only three months now! But I am not sure if I know the babylonjs library enough to do that. I mean I could easily misunderstood some points as I really don't know how the core engine of babylon works. What is it you need help with in the doc exactly? Pichou
  4. Reverse Particle System

    Hey guys, Can you tell me what is the frame rate of the updateFunction of particles? 60 FPS I guess? The emitRate is the number of particles created in 1 second or something like that? And the unity of the particle's age is in seconds? I need to be very accurate on one of my partcles system Thanks PS : maybe those questions could be answered in the particles doc page https://doc.babylonjs.com/babylon101/particles
  5. Ok this is interesting. I guess I will have to look at customMaterial sooner or later. I will look at your terrain editor when I will have the time but I think it will be very helpful! Thanks Dad72
  6. OK I would rather say even with the classic shadowGenerator we have the same problem! See without the fresnelParameter we have the expected behavior : https://playground.babylonjs.com/#WEQHTG#8 Particles are in front of the ground but are not visible when they get behind the groud : logic! But in your playground the particles are always visible even when they get behind the ground : https://playground.babylonjs.com/#WEQHTG#7 And you can play with the renderingGrounpId but you won't get the expected behavior like in the first playground above. Same issue I had with shadowOnly. So I am not saying the problem comes from shadowOnly but as the problem also appear with fresnelParameter, maybe there is a link that could help you resolve this! Cheers, Pichou
  7. Hey everybody, I have the exact same problem with a material which use FresnelParameters. The mesh's material goes in front of particles when the mesh is actually behind it. Maybe both shadowOnly and this problem are linked? Here is a playground : https://playground.babylonjs.com/#WEQHTG#5 Would be awesome to have a solution!!!!
  8. Rim Effect

    Yep that was what I thought, but I don't have the time right now to get into custom shader. But I have some idea now to get close to what I need thanks to your suggestions.
  9. Rim Effect

    Cool I didn't know about the fresnelParameters! To go further, do you think there is a way to mix waterMaterial with the fresnel parameters to obtain a sort of force field? Something like that : https://www.youtube.com/watch?v=tB5WoFpWdYQ (hope I won't get ban for sharing a unity video ) I have made a test in this playground with no result : http://www.babylonjs-playground.com/#1SLLOJ#386 But maybe the waterMaterial is not the right tool to do that. Cheers!
  10. Rim Effect

    HI everybody! Is it possible to add a rim effect on mesh like in this image : Thanks, Pichou
  11. Not everything is shiny, e.g. human skin

    Hello, this topic is quite old but I have the same issue with MultiMaterial. I tried to set the specularColor to BABYLON.Color3.Black() on one of the subMaterial but it doesn't work for me as I also need to apply a specularTexture on this subMaterial. SO I was wondering, Is there a way to have a specularTexture without the shiny effect or is it the purpose of the specular to be shiny? (I am using DirectionalLight for the light of me scene if it can help) PS : @JCPalmer, your Female 1605 should brush her teeth!
  12. Announcing Babylon.GUI

    Ok I found a way! I just used the icomoon app as I use too to create font from svg. I just had to add a character associate with the icon ('a' for attack icon, 'b' for damage icon, etc). Then when I set the fontFamily of my GUI Container to the one I just create from icomoon and use the right character in the TextBlock : TADAAAA! My icon are in the scene and I am able to change its color! Cheers, Pichou
  13. Announcing Babylon.GUI

    Hey I comment here to find some help but tell if I should create a new topic : I'm stuck with GUI and icons! My big problem is that I must be able to change the color of text and icons in my scene. So for the text this is easy with the color attribute => OK! But for the icons I don't know how to proceed. I have svg or png files which I want to import in my scene and be able to change its color easily! This is like I wanted to use font-awesome library in my game to give you a comparative. Looking for ideas
  14. Decal with backfaceculling

    OK seems like I just misunderstood the backFaceCulling property. Shame on me! I knew it will be easy! Thanks Deltakosh
  15. Hey everybody, I feel like this one will be easy for you! I have one transparent mesh and I apply a decal on it. I want the decal to be visible even from the other side of the mesh. I try to set the backFaceCulling property to true on both mesh and decal material but it doesn't work : https://www.babylonjs-playground.com/#1BAPRM#164 Bye, Pichou