efxlab

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  1. 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
  2. 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
  3. 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
  4. 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
  5. I notify for have dds conversion right, I use cmft command line from GUI app of cmftStudio,
  6. 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
  7. 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
  8. 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
  9. 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 ?
  10. 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...
  11. 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
  12. I just tested out, The mesh disapear from screen, I think it become very very tiny invisible my camera is: camera = new BABYLON.ArcRotateCamera("Cam_config", 0, 0, 0, new BABYLON.Vector3(0,5,0), scene); camera.setPosition(new BABYLON.Vector3(-4,10,14)); camera.fov=0.8; I don't know what to do to point camera to this resized model ?
  13. thanks, I will test that soon and up to you when it works
  14. I have a glTF model imported, but I have no success to get shadow caster visible on ground from model, (my code work from regular GitHub model), I think mine has big proportion. Iam playing with groundShadowLevel but I dont found the good value to have shadow visible on this model, I think it may too soft/big or too small. is a way to get the good value visually with the scene proportion ? Should setup my model size to any babylon unit ? thanks
  15. efxlab

    Marking questions as solved

    how you do solved ? I added to tag but it doesn't work, see my thread: