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  1. 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
  2. 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
  3. 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 ?
  4. 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...
  5. 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
  6. 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 ?
  7. thanks, I will test that soon and up to you when it works
  8. 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
  9. Marking questions as solved

    how you do solved ? I added to tag but it doesn't work, see my thread:
  10. I solved here: https://www.babylonjs-playground.com/indexstable#10D6YT#81
  11. Hey I did a playground : https://www.babylonjs-playground.com/indexstable#10D6YT#80
  12. Hey I'd would like know when the texture is loaded on PBR glTF workflow, I did this code : assetsManager = new BABYLON.AssetsManager(scene); var textureTask = assetsManager.addTextureTask("albedoTexture texture", "assets/test/lambert1_baseColor.jpg", true, false); albedoTextureTask.onSuccess = function(task) { console.log(task.texture); meshes.material.albedoTexture = task.texture; } assetsManager.load(); The material assignation does nothing here thanks
  13. Replace an existing texture using UV Map

    its fixed with the help of the other post on false flipY texture for glTF model: new BABYLON.Texture("assets/JRO_Metals_01/lambert1_baseColor.jpg", scene, true, false); Thanks again Deltakosh
  14. Live PBR texturing on glTF model

    perfect @Deltakosh it worked here: material.albedoTexture = new BABYLON.Texture("assets/JRO_Metals_01/lambert1_baseColor.jpg", scene, true, false); thx
  15. Live PBR texturing on glTF model

    I found what is it, its not an UV issue, just the texture flip when I assign a new one : Investigating why this flip...