efxlab

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About efxlab

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  1. efxlab

    Babylon Toolkit Developer Portal

    ah ok because unity use C# by Microsoft like BabylonJS is a microsoft product ?
  2. efxlab

    Babylon Toolkit Developer Portal

    great idea. Is it only relative to unity or maybe will be too for Unreal Engine ?
  3. efxlab

    Babylon.js v3.2 is out

    Thanks to the developpers, the testers and the free contributers for this great release !
  4. efxlab

    Babylon.js v3.2 is out

    hey @MackeyK24 where is the Babylon Toolkit 3.2 ?
  5. efxlab

    Udim support in BJS

    Hello everyone, is there a support for UDIM texturing with glTF loader and multiples UV texturing ? https://support.allegorithmic.com/documentation/display/SPDOC/UDIM Maybe its related to this extension from @bghgary ? I dont know if its embeded in BJS 3.1 ? https://github.com/bghgary/Babylon.js/tree/EXT_texture_transform
  6. efxlab

    Image Based Lighting / Global Illumination

    Hey, the topic is a bit old, what about the image based lighting / global illumination in BJS ? There is some nice tool for paint the light, I think it use image based lighting: https://www.lightmap.co.uk thanks
  7. great its a good indication for me to understand the BJS workflow. Where do you think I can add the shadowCaster ? would like appropriate to put after the loader with: loader.onComplete = function () { addShadowCaster(); }; It work now it was the order: called shadowCaster on the loader complete. Thanks @Deltakosh et tous les BJS users
  8. Anyone tested Maya exporter for gltf format on macOs ? https://github.com/BabylonJS/Exporters/tree/master/Maya I don't understant how install it, Need it to be compiled ? thanks
  9. I notify for have dds conversion right, I use cmft command line from GUI app of cmftStudio,
  10. Hello, ok Guys, Iam back from my shadowCaster issue, I converted the sculpture to something awfull for copyright Shadow works only in playground, here my code: https://playground.babylonjs.com/#T68535 but with the same setting in my code (except the camera setting), shadow are no working: https://bin.fuelphp.com/snippet/view/OW thank you to assist me Guys see you
  11. ok, so I will export the model in low poly for have real test and avoid copyright with publish. Do you know Where can I store the glTF files for import from PG ? Thanks for your kind word @Deltakosh
  12. Hey, yeah you are right, but Iam working on another work now. I will test it out soon with a new model replacement for debug (I can't actually share my project for copyright) and I'll post feedbacks here. in No working I was meaning that there is no shadow cast, its very strange. see you
  13. it's v3.1.1 I built from the website with gltf loader extension, I try with the 3.2 ... I build from http://www.babylonjs.com/versionbuilder/ with 3.2 preview : it doesn't work. is this release is ok ?
  14. Thanks for your advices @Amarth2Estel I got you from playground, but I can't reproduce in my project with the same value. I dont understand I test with the same model etc ... I set scene.createDefaultEnvironment sizeAuto to false too and My model is well positioned on the ground... no luck, maybe playground have some tips I have not ? Iam Investigating more again...
  15. Hey all, Iam back... I did a playground with standard camera, shadow working here: https://www.babylonjs-playground.com/indexstable#10D6YT#92 but comment off my code with my own camera setup then run, shadow are killed ! what's happened ? thanks