tomer

Members
  • Content count

    15
  • Joined

  • Last visited

  1. Simple furMaterial

    @JCPalmer Cool, you're right, testing for CPU intensiveness with chrome's task manager is superficial and not accurate at all, I just used it as an indicator but on second thought not sure I should have. Anyway, I'm trying both @Pryme8 method and highLevelFur = false now. Thank you all
  2. Simple furMaterial

    Thank you all @Pryme8 Thanks for that! will check it out. @Dad72 Thanks, I've tried furSpeed=0 but it doesn't work for me, so I'm using a high number for furSpeed, there is still animation but you can hardly see it, I think it's better now but still not sure, will also check it out. @JCPalmer not sure about post processing but get into this playground get closer to the fur, open chrome's task manager and you'll see: CPU can get much worse I'm using macbook pro mid 2014.
  3. Simple furMaterial

    Thanks, already read it, looking for other options.
  4. Simple furMaterial

    Hello, It looks like FurMaterial is compute intensive. Is there any way to make it less compute intensive? perhaps disable the animation? (I don't need the animation any way just the effect) Thanks!
  5. Thanks a lot That's exactly what I was looking for and the PGs are very helpful as well. Merry Christmas!
  6. I see, thanks again! Here is what I want to try now, tell me if you guys think it make any sense: Create the Wall out of 2 triangles, create the window as a submesh . Using multi-material I will provide the window transparent material and different material to the wall. edit: I didn't really understand the principle of sub-meshes, but now I don't think that's a solution to my problem, I will still need to create the wall as example A in the drawing.
  7. Thanks for the quick reply! But, I think I didn't get it - which part should be helpful?
  8. Hello, I want to create a wall with windows - the wall is 2d and the window is a simple 3d model and I want the light to go through the window naturally. The way I'm doing it now is based on floor plan tutorial - creating a wall Mesh with a "hole" for the window and then position the window mesh at the same place. But... this code is getting pretty dirty, I need to support more than 1 window per wall, and I also want to update the window's position and wall size. So I was thinking maybe there is a better way of doing it? Is it possible to create the simplest wall (just a plane object) and define the window in a way that everything (can only be the wall) behind him doesn't get rendered? To better explain what I mean here is a stupid illustration I made: A - what I'm doing now (draw all the rectangles I need to do when there's a window on the wall) B - What I want to do (only a simple wall but just a part of it sometimes not rendered) * walls are can only be straight * rooms I support only square rooms at the moment Thoughts, anyone? Thanks! Tomer
  9. Thanks again, that's a great idea.
  10. Awesome thank you very much for your help. Anyway, I thought maybe it will be better for me to use .babylon format instead of .obj, from few simple tests I did I saw a significant difference in rendering times in favor of .babylon. That's might be a different question, but... 1. Do you have any insights regarding .babylon vs .obj? especially in terms of performance and file size. 2. I have 2 identical .babylon files besides the materials, is it possible to change loaded mesh materials somehow? I mean .babylon doesn't have .mtl file so I can't download just the materials. Maybe I can create a different UV map for each variant? BTW, the problem with creating a map of materials myself is that I have lots of 3d models and I don't want to programmatically create such map for each variant, maybe I can write a script that can extract the materials out of the .babylon file. Thanks again! much appreciated
  11. Hi Raanan That's exactly what I was looking for, thanks. Anyway, not sure I totally understand what you mean by "map of textures"?
  12. Hello, I'm looking for a way to change a loaded mesh texture after it been loaded, without fetching new obj file. for example - I have the same chair in different textures, when the user does something I want to change the chair's texture. I can create a different .mtl file for each variant, but is it possible to load just the .mtl file after the obj already been loaded? Thanks, Tomer.
  13. Hello guys, I'm new to Babylon.js and I'm wondering what will be the best practice for sharing instances between different scopes? 1. by name (let's say that I'm sharing the scene instance somehow): const mesh = scene.getMeshByName('someMesh'); 2. by instance: class MainCamera { private static camera: BABYLON.ArcRotateCamera; static init(scene: BABYLON.Scene) { if (typeof MainCamera.camera === 'undefined') { MainCamera.camera = new BABYLON.ArcRotateCamera(null, 0, 0, 10, BABYLON.Vector3.Zero(), scene); // ... } } static get = (): BABYLON.Camera => MainCamera.camera; } in a different scope: import { MainCamera } from '../scene/mainCamera'; const camera = MainCamera.get(); The second approach seems much more OO to me, what do you guys think? Thanks, Tomer.
  14. Hello, A new upcoming startup is looking for a freelancer developer (for a really cool job). Skills: 3D graphics (Three.js / Babylon.js or any other alternative) Extras: React Node.js TypeScript ES6/ES7 Redux or any other alternative jobs@designwithfriends.com or PM for details