guzuomuse

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  1. @Deltakosh,yes it's easy with StandardMaterial´╗┐, but i just want to learn the how to use the babylon's shader and normalmap with shader. in fact i'm a little not satisfy with the light effect with standarmaterial, i want to create a basic normap shader as simple as i can. if possible i don't want to use any lighting i can write shader code with unity 3d,but i don't know how to do this with babylon.
  2. i 'm learning normalmap using babylonjs i want to apply normalmap use shadermaterial, can anyone show me the code how to to this with babylonjs and cyos---http://cyos.babylonjs.com . the requirement is very simple just a diffusetexture and bumptexture if possible , i don't want any light just like the cyos's basic. if lighting is necessary just set the light color white. many thankssss.....
  3. @aWeirdo,thanks for your reply but it it doesn't work.
  4. i know how to set diffuse,specular emissive colors...but what i want to know is that how can i make the mesh has the default setting (white color) without apply any material like the built-in created mesh?
  5. i have console that white one .it's material is undefined,but why it has white color?
  6. hi,i want to the import mesh has the same default settings with the built-in mesh( like:Babylon.Mesh.createSphere.createCylinder....); how to do that? for now the imported mesh from blender is gray whereas the build-in mesh is white here is the screen picture: the gray mesh is imported from blender,and the withe one is created with the built-in Babylon.Mesh.createCylinder. i want to make the gray has the same default setting with the white one. how to do that? thanks.
  7. guzuomuse

    rendering not the same on pc and mobile

    @Deltakosh,as your command,i have update my ios version to the "latest" -11.3.1-15E302 unfortunately. also don't work right. the same as the old version.
  8. hi, is it possible to use bump texture when set scene.lightsEnabled = false; with babylonjs's standarmaterial? thanks
  9. guzuomuse

    rendering not the same on pc and mobile

    oh sorry @aWeirdo @Deltakosh,i'm back.... I only test on my mobile(jailed,you know ) mobile: Iphone5s version 9.33 pc browses: any "morden" brower .chrome opera firefox.etc. all browser look like act right.but the mobile is going wrong. they have different rendering results. @Deltakosh, i 'm sure there is no network issue, because i test on my local server. i want to create a PG.but i Don't know how to upload the ".babylon" file assets.so i put the code here;actually, the code is very simple: test_pbr() { BABYLON.SceneLoader.Load('/assets/', 'test_2.babylon', this._engine, (newScene) => { this._scene = newScene; this._scene.clearColor = new BABYLON.Color4(1, 1, 1, 0); const materials = newScene.materials; const meshes = newScene.meshes; const test_pbr_m = new BABYLON.PBRMaterial(materials[0].name, newScene); const material_0 = materials[0], material_1 = materials[1]; material_0.dispose(); const mesh_0 = meshes[0]; //// camera setting-start/// const camera = newScene.activeCamera as BABYLON.ArcRotateCamera; const test_ratio = this._engine.getAspectRatio(camera); if (test_ratio >= 1) { // this._engine.resize(); } else { camera.radius = camera.radius / test_ratio; camera.maxZ = camera.maxZ / test_ratio; } camera.lowerRadiusLimit´╗┐ = camera.upperRadiusLimit = camera.radius; camera.allowUpsideDown = false; newScene.activeCamera.attachControl(this._canvas); //// camera setting-end/// test_pbr_m.albedoColor = new BABYLON.Color3(1.000, 0.766, 0.336); test_pbr_m.metallic = 0; test_pbr_m.roughness = 1; test_pbr_m.reflectionTexture = BABYLON.CubeTexture.CreateFromPrefilteredData('/assets/environment.dds', newScene); test_pbr_m.albedoTexture = new BABYLON.Texture('/assets/touming_1.png', newScene); const multimat = new BABYLON.MultiMaterial('multi', newScene); multimat.subMaterials.push(test_pbr_m); multimat.subMaterials.push(material_1); mesh_0.material = multimat; // newScene.lightsEnabled = false; mesh_0.material = test_pbr_m; this.doRender(); }); }
  10. guzuomuse

    rendering not the same on pc and mobile

    sorry for this important info,the texture image is "transparent"
  11. i'm learning pbrMaterial i found that the rendered results are not the same on computer and mobile device
  12. guzuomuse

    Ortho camera

    @Kesshi,you guide me on the right way! thanks!
  13. guzuomuse

    Ortho camera

    @Temechon,can u tell me how to specify these values? i really need these. thank you!!!
  14. hi,guys. i'm struggle with using orthographic camera.cause,i don't know how to set the orthoTop,orthoBottom,orthoLeft,orthoRight; anyone be kind to help me how to calculate the values ? where these values comes from? many thankssssssss....! one similar question is here: