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BitOfGold last won the day on November 7 2016

BitOfGold had the most liked content!

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About BitOfGold

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  • Birthday 11/27/1980

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  1. CellShading post-process

    @Wingnut I just stole it from @NasimiAsl
  2. CellShading post-process

    Dae is always a wae... (It's an ugly hack of light calculation shader)
  3. I just had the same problem(s), Blender not exporting Bezier curves (the path of the middle of the track in a racing game) My solution was to make a triangle, add an array modifier and a curve modifier (makes triangles along the curve) Then in babylon, I had an avarage of every three vertice positions, and made a Ray downwards to the surface of the road to get the final point. The curve (a BABYLON.Path3D) is shown here in white, the triangles exported are in red. Exporting bezier curves as a Path3D would be prettier Also there is no option to "ignore this object" setting in the exporter, so I have to edit the .babylon file with a JSON editor...
  4. What is your node version? node -v It should be 8.9.4 LTS, not current or
  5. deleting /Tools/Gulp/node_modules and reinstalling with npm install helps sometimes.
  6. Reflection probe bounding box

    It still works here: (You can look into the mirror on the wall and on the floor)
  7. Reflection probe bounding box

    I got it implemented once, but only in the legacy PBR code. So this is parallax correction, to a box defined by vCubemapSize and vCubemapCenter. (faster than any size box but it worked) The code was like this (in reflectionFunction.fx): #ifdef PARALLAXCORRECTION vec3 parallaxCorrectNormal( vec3 pos, vec3 v, vec3 cubeSize, vec3 cubePos ) { vec3 nDir = normalize(v); vec3 rbmax = ( .5 * ( cubeSize - cubePos ) - pos ) / nDir; vec3 rbmin = ( - .5 * ( cubeSize - cubePos ) - pos ) / nDir; vec3 rbminmax; rbminmax.x = ( nDir.x > 0. )?rbmax.x:rbmin.x; rbminmax.y = ( nDir.y > 0. )?rbmax.y:rbmin.y; rbminmax.z = ( nDir.z > 0. )?rbmax.z:rbmin.z; float correction = min(min(rbminmax.x, rbminmax.y), rbminmax.z); vec3 boxIntersection = pos + nDir * correction; return boxIntersection - cubePos; } #endif and later: #ifdef REFLECTIONMAP_CUBIC vec3 viewDir = -; vec3 coords = reflect(viewDir, worldNormal); #ifdef PARALLAXCORRECTION coords = parallaxCorrectNormal(, coords, vCubemapSize, vCubemapCenter ); #endif
  8. Have you tried SPS? It's really fast if you have one non-transparent material and many meshes. It's a bit tricky with multimaterials or transparent... But there are solutions.
  9. Physics of a Fish.

    This could be used in some way to animate trees or grass I think!
  10. Physics of a Fish.

    @Pryme8 Cooooooooooooooooool! distance(p.z, fishHead); :D:D:D
  11. Physics of a Fish.

    First I read the topic title as "Phil Fish"
  12. Physics of a Fish.

    Wiggle in vertex shader, with no physics? Just an idea
  13. AA in WebGL2.0

    I am doing this little hack now, before new BABYLON.Engine(...) : this disables the disabling of webgl 2 on Chrome 63 BABYLON.Engine.WebGL2ExceptionList = [];
  14. Several shadows issues

    I don't see that weird circle shadow either! So, .useBlurCloseExponentialShadowMap DOES work, setting it up is not easy. A good shadow map (from Spector JS, helps a lot!) looks like that attached. A shadow map depth is encoded in an unsigned int. depth scaled by shadowGenerator.depthScale (255 means precision is 1/255 unit) between light.shadowMinZ (nearest point from light) and light.shadowMaxZ (farthest point from light) bias pushes shadow below surfaces. I dont really understand how to scale it.