tomer

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  1. tomer

    ShadowGenerator usePercentageCloserFiltering breaks Android

    Just found this thread, sorry for the double post. @Jörg Wasmeier Have you found any solution?
  2. Thanks a lot for your help, but how can I do it? if the exception already occurred and I turn it off I need a way to re-render the entire scene. There is no way of knowing that this filter is not supported by the browser before trying to render it? and if so, maybe throw an error but still render the material (but without shadows?) Cause since I last comment I saw more and more unsupported devices which makes me think of using a different shadow filter even tough this one looks so much better and the performance is great! Are you sure it depends on the Android version? cause I saw the filter working on devices with Android 6.0 but don't work on brand new devices with Android 8.0 (and 7.0) Tomer
  3. Can I somehow detect if percentage closer filtering is supported? Cause from what I saw it's the balance between quality and performance? (It also reproduce on s9 and note 5) Also, If I may suggest update the documentation about that Thanks again!
  4. Hello, When using "usePercentageCloserFiltering" on Samsung S8+ (Android 8.0.0) I get "Unable to compile effect" after that any texture that can receive shadows doesn't work, reproduce with the doc's playground (https://playground.babylonjs.com/#B48X7G#1) Any temporary workaround will be appreciated! I the following stack trace: babylon.js:4 BJS - [02:50:41]: Uniforms: world, view, viewProjection, vEyePosition, vLightsType, vAmbientColor, vDiffuseColor, vSpecularColor, vEmissiveColor, vFogInfos, vFogColor, pointSize, vDiffuseInfos, vAmbientInfos, vOpacityInfos, vReflectionInfos, vEmissiveInfos, vSpecularInfos, vBumpInfos, vLightmapInfos, vRefractionInfos, mBones, vClipPlane, diffuseMatrix, ambientMatrix, opacityMatrix, reflectionMatrix, emissiveMatrix, specularMatrix, bumpMatrix, normalMatrix, lightmapMatrix, refractionMatrix, diffuseLeftColor, diffuseRightColor, opacityParts, reflectionLeftColor, reflectionRightColor, emissiveLeftColor, emissiveRightColor, refractionLeftColor, refractionRightColor, vReflectionPosition, vReflectionSize, logarithmicDepthConstant, vTangentSpaceParams, alphaCutOff, vLightData0, vLightDiffuse0, vLightSpecular0, vLightDirection0, vLightGround0, lightMatrix0, shadowsInfo0, depthValues0, diffuseSampler, ambientSampler, opacitySampler, reflectionCubeSampler, reflection2DSampler, emissiveSampler, specularSampler, bumpSampler, lightmapSampler, refractionCubeSampler, refraction2DSampler, shadowSampler0, depthSampler0 t._ErrorEnabled @ babylon.js:4 babylon.js:4 BJS - [02:50:41]: Attributes: position, normal, uv t._ErrorEnabled @ babylon.js:4 babylon.js:4 BJS - [02:50:41]: Error: 0:89: S0032: no default precision defined for parameter 'webgl_4aeb46af4241331f' t._ErrorEnabled @ babylon.js:4 babylon.js:4 BJS - [02:50:41]: Trying next fallback. t._ErrorEnabled @ babylon.js:4 babylon.js:4 BJS - [02:50:41]: Unable to compile effect: t._ErrorEnabled @ babylon.js:4 babylon.js:4 BJS - [02:50:41]: Uniforms: world, view, viewProjection, vEyePosition, vLightsType, vAmbientColor, vDiffuseColor, vSpecularColor, vEmissiveColor, vFogInfos, vFogColor, pointSize, vDiffuseInfos, vAmbientInfos, vOpacityInfos, vReflectionInfos, vEmissiveInfos, vSpecularInfos, vBumpInfos, vLightmapInfos, vRefractionInfos, mBones, vClipPlane, diffuseMatrix, ambientMatrix, opacityMatrix, reflectionMatrix, emissiveMatrix, specularMatrix, bumpMatrix, normalMatrix, lightmapMatrix, refractionMatrix, diffuseLeftColor, diffuseRightColor, opacityParts, reflectionLeftColor, reflectionRightColor, emissiveLeftColor, emissiveRightColor, refractionLeftColor, refractionRightColor, vReflectionPosition, vReflectionSize, logarithmicDepthConstant, vTangentSpaceParams, alphaCutOff, vLightData0, vLightDiffuse0, vLightSpecular0, vLightDirection0, vLightGround0, lightMatrix0, shadowsInfo0, depthValues0, diffuseSampler, ambientSampler, opacitySampler, reflectionCubeSampler, reflection2DSampler, emissiveSampler, specularSampler, bumpSampler, lightmapSampler, refractionCubeSampler, refraction2DSampler, shadowSampler0, depthSampler0 t._ErrorEnabled @ babylon.js:4 babylon.js:4 BJS - [02:50:41]: Attributes: position, normal, uv t._ErrorEnabled @ babylon.js:4 babylon.js:4 BJS - [02:50:41]: Error: 0:83: S0032: no default precision defined for parameter 'webgl_4aeb46af4241331f' t._ErrorEnabled @ babylon.js:4 Thanks, Tomer.
  5. It worked! thanks a lot! 👑
  6. But should I do it manually? or the 3dsmax babylon exporter supports it? (from a quick brief at the exporter source code it looks like the exporter should export normal maps for PBR materials)
  7. Thanks for the quick reply, but I'm not sure what you mean by "Normal Bump node", please elaborate?
  8. Hello again, Sorry for the delay, I understand that that's a 3dsMax question but I've tried several technics to create the normal map but couldn't export any of them. I see the difference when I render the object on 3dsMax but when I export the mesh to a ".babylon" file the normalTexture is null. This is how I create the material on 3dsmax. Thanks!
  9. Hello, This is pretty general any might be a little off topic, but I'm looking for a way to create a normal map on a mesh created in 3dsMax. I want to create something like https://www.babylonjs-playground.com/#LRFB2D#1 Help will be very much appreciated.
  10. So maybe we can update the docs to specify that? because it's very unclear now. BTW, how can I achieve brightThreshold effect with the defaultPipeline?
  11. Hello, Is it possible to create a mesh with both reflection and shine (gloss)? I've got like a gold pouf that got a reflection in it but it's also shiny. What do you guys think? Can this effect be achieved with PBR material? Tomer.
  12. Not exactly a game - but a 3d room (nursery) editor built with Babylon.js. You can add items. put items on top of each other. place items on walls. remove and rotate items. resize room. https://designwithfriends.com * not supported on mobile yet. We've just started and will very much appreciate your feedback. Tomer.
  13. Hey guys, I know that this question has been asked several times before, but I wonder if there are any news - I'm looking for a user session recording tool such as Hotjar or Injectlet that supports canvas recording. Any other solution besides google analytics integration? Tomer.
  14. O.K that makes sense thatnks!
  15. Hello, As far as I understand ray picking shouldn't depend on bounding box. But, when I change mesh's bounding box for some reason it affects picking. Playground that reproduces this behavior I would expect both spheres picking to act the same. Tomer.