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Everything posted by efxlab

  1. efxlab

    Babylon.js v3.3 is out!!!!

    congrats, I can't wait to see the new IBL ! it was a feature I requested and now I see it ! thanks lol
  2. efxlab

    Bug on Safari 12 BJS 3.2

    All the 3.3 preview demo doesn't work too.
  3. efxlab

    Bug on Safari 12 BJS 3.2

    So apple is not able to implement correctly webgl2 in safari.
  4. efxlab

    Bug on Safari 12 BJS 3.2

    Its Fixed when I disabled webgl2. I lost a lots feature without webgl2 ? why it works on chrome/mac ? is chrome use webgl2 ?
  5. efxlab

    Bug on Safari 12 BJS 3.2

    From playground project :
  6. Hey ! What is software for convert my hdr or exr images environment from substance painter to DDS for babylon ? any idea ? Iam on macOS. thanks
  7. efxlab

    Deltakosh summer holiday season ;)

    bueno holidays
  8. efxlab

    Babylon Toolkit Developer Portal

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

    Babylon Toolkit Developer Portal

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

    Babylon.js v3.2 is out

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

    Babylon.js v3.2 is out

    hey @MackeyK24 where is the Babylon Toolkit 3.2 ?
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. I notify for have dds conversion right, I use cmft command line from GUI app of cmftStudio,
  18. 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
  19. 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
  20. 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
  21. 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 ?
  22. 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...
  23. 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
  24. 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 ?