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Found 64 results

  1. Hersir

    PBR in 3d max

    Hi, Some time ago I saw that 3d max export got PBR support, is that right? Any information available on it? (already usable , how to use). Alos will there be why to set global reflection texture on scene, so preview in 3d max will use it? Thanks for great work.
  2. Hey. While working with PBR materials i have noticed that the name and id are not applied when cloning the material. Instead it uses it's parent name and id. For comparison here is the cloning snippet for the standard material and PBR materials, where the id and name are not reset prior to returning. StandardMaterial.prototype.clone = function (name) { var _this = this; var result = BABYLON.SerializationHelper.Clone(function () { return new StandardMaterial(name, _this.getScene()); }, this); result.name = name; result.id = name; return result; }; PBRMetallicRoughnessMaterial.prototype.clone = function (name) { var _this = this; return BABYLON.SerializationHelper.Clone(function () { return new PBRMetallicRoughnessMaterial(name, _this.getScene()); }, this); }; Correct me if I am missing something. Thanks
  3. Thema

    PBR Gradient

    Hello, is it possible to create a PBR Gradient Material?
  4. I've noticed that the 3D Max exporter - https://github.com/BabylonJS/Babylon.js/commits/master/Exporters/3ds Max has added ability for PBR materials. Is there any guides on how materials in Max need to be setup in order for the PBR materials to work?
  5. renjianfeng

    pbr occlusionTexture

    Hello, everyone, I used PBR material in one of our scenes, I want to try to get occlusionTexture with 3dsmax, how to operate it?
  6. Hi! I noticed something weird working with reflection texture on IE10 and Microsoft Edge. When using a single image as reflection texture, I get the error "Unable to compile effect", "Invalid arguments passed to function 'texture2D'". Here is a PG reproducing the issue https://www.babylonjs-playground.com/#IRZYH#20 It's working fine on Chrome and Firefox.
  7. Hello all, I'm almost finished with my PBRComposer, but I have a question about reflection of the Skybox: in the glossy model changing the environment-blurriness also changes the blurriness of the material reflection/refraction whereas in the metallic model the blurriness of the environment is not regarded. Can someone confirm that this conforms to the metallic model and is not a bug? IMHO the environment blurriness cannot be skipped away... The following images shows a scene (fingerprints on a glass sphere with some mictosurface and some direct light) with exact the same material parameters (only glossy/metallic texture difference) and with a environment blurriness 0f 0.15. Can you see the difference? thanks in advance PS: Both, the reflection and the refraction does not reflect the environment blurriness in the metalic model
  8. javalang

    PBR composer ( node based )

    Hello, I'm happy to announce that the node based PBR Composer is on the road. What is PBR Composer ? In short, PBR Composer helps you design and visualize a PBR Material in an efficient way. Parameterizing takes place by dragging and connecting specific nodes from a palette (typically textures, colors and uv-coordinates) to the output node, which represents the PBR Material. A preview panel lets you see all changes in realtime and the corresponding js-sourcecode will be updated as well. The resulting graph can be downloaded in JSON format for later use. Images can be inserted via preview fileselect dialog and/or Drag&Drop, in latter case the images will be transformed to embedded data-urls so the javascript functions can be reused without dependencies. Different meshes and environment-maps are available to see the material under different geometry and reflective light conditions. Motivation for PBR Composer: Due to the complexity of the PBR material (soo many combinations with soo much amazing effects) there is a need of having realtime feedback reflecting the changing parameters. Other than some editor already out using a bunch of parameters in confusing properties panels, nodes lets you to concentrate only on the parameters you need giving a nice overview in form of a graph. Nodes can also be shared and avoids therfore redundancy in the sourcecode. The goal is/was to make the user interface as efficient as possible. The idea for realizing the PBR Composer was inspired from Shader Editor. Technical details: PBR Composer is a web application based on dat.gui, w2ui, litegraph.js and of course on BABYLON.js TODO: At the moment, PBR Composer is customized for PBR-Glossy materials. The current activity is realizing a function for switching between Glossy and Metallic paradigms. Any questions? Let me know... PS: PBR Composer is still in alpha stage but will be deployed in beta stage soon Here it is te demo ...
  9. Thema

    PBR Alpha Map

    Does the PBR material have an Alpha Map Texture?
  10. lirioartproduction

    3D Props Assets Texturing Service

    Hello! Lirio Art Production can provide mainly high quality texture or 3D props from scratch to final output for your next-gen game. Please feel free to leave a comment here or directly message me regarding your project and estimates at lirioartproduction@gmail.com. - Texture Only: PBR Texture Tileable - $30/texture Included: Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map PBR Props texturing - $45/props/texture Included: Bake the sculpt to the game res Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map Substance Painter smart material [optional] - Asset sculpting, game res and texture: Basic Props [Flashlight, Cabinet, Chairs and Tables, etc.] - $150/props Included High resolution Sculpt Game Resolution Bake sculpt to game res PBR Textures [Base Color, Normal Map, AO, Roughness, Metallic]
  11. Hersir

    Error in PBR

    Hi, What is the bets way to debug errors in shaders? I have mystica error from PBR: Error: ERROR: 0:1492: 'glossiness' : undeclared identifier ERROR: 0:1492: 'computeHemisphericLighting' : no matching overloaded function found ERROR: 0:1492: 'assign' : cannot convert from 'const mediump float' to 'structure' ERROR: 0:1573: 'computeLighting' : no matching overloaded function found ERROR: 0:1573: 'assign' : cannot convert from 'const mediump float' to 'structure' I cant really find the source of it ,as the error shows up if I change starting camera angle
  12. Sorry for asking, but I could not find any information about the MetallicRoughness-color in a texture. All samples I've seen so far are in the range green to blue. Where can I find more info/spec about this, is this a standard? Thank you
  13. Hello! Lirio Art Production can provide mainly high quality texture or 3D props from scratch to final output for your next game. All textures are set to 2048x2048. - Texture Only: PBR Texture Tileable - $30/texture Included: Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map PBR Props texturing - $45/props/texture Included: Bake the sculpt to the game res Base Color or Albedo Map Normal Map Ambient Occlusion Roughness or Glossiness Map Metallic or Specular Map - Asset sculpting, game res and texture: Basic Props [Flashlight, Cabinet, Chairs and Tables, etc.] - $150/props Included High resolution Sculpt Game Resolution Bake sculpt to game res PBR Textures [Base Color, Normal Map, AO, Roughness, Metallic]
  14. Hi, wanted to generate DDS file for new PBR material but somehow couldn't launch IBLBaker, it just started cmd and than immediately closed, do I need to instal something before I can use it?
  15. Hersir

    PBR demo

    Hi, is this demo updated to new PBR system? As it have issues on iOS devices and I have similar issues with DDS file in my project on iOS devices. Thanks
  16. @Sebavan Hi, checked new examples of PBR , but found some issues. It doesn't work in safari mac, probably because it uses webgl1, works great in other browsers but they have webgl2. Example On safari sphere is just black. Dont get any errors just some warnings from webgl: [Log] BJS - [08:31:35]: Babylon.js engine (v3.0) launched (babylon.js, line 3) [Warning] WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL (babylon.js, line 5, x54) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: drawElements: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete', or it is a float/half-float type with linear filtering and without the relevant float/half-float linear extension enabled. (babylon.js, line 5, x196) [Warning] WebGL: too many errors, no more errors will be reported to the console for this context. (babylon.js, line 5)
  17. Hersir

    PBR issue

    Hi, just pulled newest version of babylonjs and got some problems with PBR material for chrome, it is just black and don't use environment texture from scene anymore. Texture is created in code: this.scene.environmentTexture = new HDRCubeTexture( "environment.hdr", this.scene, ); Material is inside babylon json file part of multi material, { customType: "BABYLON.PBRMaterial", name: "material name", id: "material-id", microSurface: 0.9, reflectivity: [0.8, 0.8, 0.8], albedo: [0.02, 0.02, 0.02], environmentIntensity: 0.5, } Something changed in serialisation of material or I am missing some props in json? as it worked before Also texture is loaded.
  18. Hersir

    PBR crash on android

    Hi, Got error on android device with hdr material (updated using babylonjs extension, size 128). Device: Galaxy Tab 3 WebGl: renderer:"PowerVR SGX 544MP2", vendor:"Imagination Technologies", version:"WebGL 1.0 (OpenGL ES 2.0 Chromium)" Android: 4.4.2 Error: [.Offscreen-For-WebGL-0x714d4da0]GL ERROR :GL_INVALID_ENUM : GetIntegerv: <- error from previous GL command [.Offscreen-For-WebGL-0x714d4da0]GL ERROR :GL_INVALID_ENUM : glTexImage2D: <- error from previous GL command [.Offscreen-For-WebGL-0x714d4da0]GL ERROR :GL_OUT_OF_MEMORY : GetShaderiv: <- error from previous GL command [.Offscreen-For-WebGL-0x714d4da0]GL ERROR :GL_OUT_OF_MEMORY : glFramebufferTexture2DMultisample: <- error from previous GL command Unable to compile effect: Attributes: position, normal, uv Vertex shader: default Fragment shader: default Trying next fallback. Unable to compile effect: Attributes: position, normal, uv Vertex shader: default Fragment shader: default WebGL: CONTEXT_LOST_WEBGL: loseContext: context lost Unable to compile effect: Attributes: position, normal, uv, uv2 Vertex shader: pbr Fragment shader: pbr Error: Failed to execute 'shaderSource' on 'WebGLRenderingContext': parameter 1 is not of type 'WebGLShader'. Cannot set property 'isCube' of null There are more error logs as all shaders are logged, if more info is needed I can attach something more
  19. Hi, I`am building my first setup in BabylonJS with PBR Materials and HDR maps. Everything worked fine for me until I hit the "Environment Irradiance": So the HDR Map is used for irradiance and reflection. Ok, in most cases thats what you want, but I want to illuminate my model with scene lights and use the HDR only for reflections (or maybe have the option to toggle between) - for me, it gives me more control. With the HDR map and scene lights, my scene will be to bright. I found some options like: var pbr = new BABYLON.PBRMaterial("pbr", scene); pbr.directIntensity = 1.0; pbr.environmentIntensity = 1.0; But this only controls either the light intensity in the scene or the hdr intensity (both reflection and irradiance). So I dont see an option here to turn down the irradiance of the HDR. In the doc i read about this topic: "The fact that we extract the Harmonics from the texture is the reason why we were entitled to use an High Dynamic Range format. The generation could skip the harmonics generation step if you instantiate an HDRTexture with its parameter generateHarmonics set to false." I tried this but it doesn`t work for me. I used the playground demo in the doc ( http://www.babylonjs-playground.com/#1P98HI#2 ) and updated the HDRCubeTexture line like this: var hdrTexture = new BABYLON.HDRCubeTexture("textures/country.hdr", scene, 512, true, false); //first boolean: noMipMap // 2nd boolean: generateHarmonics? The first boolean works, I can turn off / on MipMaps. But the 2nd boolean has no effect. Can someone push into the right direction? regards, Mario
  20. Sebavan

    PBR Breaking Changes

    Hello, After one year of the PBR Material, we collected most of the required feedback to make it Awesome. But unfortunately, this will go with some breaking changes.. I am really not happy to integrate them but they are for the best and I will fully document them. Knowing our backward compatibility Philosophy in BJS, I just want to give a long time ahead with our plan to ensure this will cause the lowest level of disruption on your projects. Strikeout tasks have been completed. First thing, is the migration of the current PBRMaterial in MaterialsLibrary under the name LegacyPBRMaterial to ensure that the ones among you relying on it can continue to find the current version as of today. This will not be fully maintained but mainly keep for reference during the time everybody migrates to the newer/greater one. Only urgent fixes will be addressed on it. As nobody seems to rely on them, the overloaded values used for debug but taking quite a big amount of code will be removed from the material. All the scalar values will be multiply by their respective maps like albedoColor * albedoTexureSampled (currently it is totally inconsistent and depends of the channel) The different channels will be renamed to map with the GLTF nomenclature (At least I will not have anymore issues in naming :-) ) to allow an easier adoption of BJS and less ramp up for everybody. For example, the material microsurface will be named back to glossiness and reflectivity to specular... All the Maths issues and bugs presents in the material will be fixed. The environment blur will be fixed through offline and/or loadtime GPU generation. (This should be compatible with browser not supporting both FullFloat and Texture LOD) A migration from full float to LUV is in our minds for the environment to allow the use of none full float buffers with HDR compatibility. UBO, Push Mode and the full sets of greatest new features will be added to the new version. A new light type will be created to ensure an easier management of the intensity value in PBR mode. I should not forget a lot here and I hope you understand the future change. This is planned to happen during this month so do not hesitate if you have any feedback, think about any blockers or other evolution you would like to see in. As a consolation gift for the breaking change, I can propose to add the pbr exporter in 3dsMax or blender ?
  21. paleRider

    "Unable to compile effect" error

    Hi everybody! I get the following errors (relevant excerpt) in the console: BJS - [13:19:53]: Unable to compile effect:... ... BJS - [13:19:53]: Error: ERROR: 0:1001: 'vBumpInfos' : undeclared identifier ERROR: 0:1001: 'y' : field selection requires structure or vector on left hand side meanwhile trying to add a normal map (by means of bump texture) to any PBR Material. My material definition is: var myMaterial=new BABYLON.PBRMaterial("plastic",Scene); myMaterial.reflectionTexture=txtHDR; myMaterial.bumpTexture=new BABYLON.Texture("assets/textures/11_onetile.png",Scene); myMaterial.cameraExposure=exposure; myMaterial.cameraContrast=contrast; myMaterial.microSurface=0.96; myMaterial.albedoColor=BABYLON.Color3.White(); myMaterial.albedoTexture=new BABYLON.Texture("assets/textures/QIS_Exterior_BaseColor.png",Scene); myMaterial.reflectivityColor=new BABYLON.Color3(0.07,0.07,0.07); myMaterial.metallicTexture=new BABYLON.Texture("assets/textures/QIS_Exterior_Metallic_PBR.png",Scene); myMaterial.useRoughnessFromMetallicTextureAlpha=false; myMaterial.useRoughnessFromMetallicTextureGreen=true; If I remove the offending line: myMaterial.bumpTexture=new BABYLON.Texture("assets/textures/11_onetile.png",Scene); the material works flawless (but of course without normal map). My question: Are BJS PBR Materials compatible with Normal Maps?
  22. Let's say I have a material with the following properties: var ref = new BABYLON.CubeTexture("skybox", scene); var mat = new BABYLON.PBRMaterial("PBR", scene); mat.albedoTexture = new BABYLON.Texture("a.png", scene); mat.reflectionTexture = ref; mat.microSurface = .4; //mat.diffuseTexture = new BABYLON.Texture("s.png", scene); //mat.reflectivityColor = new BABYLON.Color3.FromHexString("#eeeeee"); //mat.albedoTexture.hasAlpha = true; //materialGloss.albedoColor = new BABYLON.Color3.FromHexString("#f00001"); Is it possible to have a texture on top of the reflecting surface? Preferably with an alpha channel. What about multiple textures layered on top of each other, like a dirt map on top of a logo?
  23. Hello, There is a bug present with 3.0 only on latest Edge and Internet Explorer When having a bumpTexture with a pbr material the material renders black. I made a PG to test it : http://www.babylonjs-playground.com/index.html#8I10UH
  24. Hi, We are developing an archviz application with Babylon. So, obviously, we are looking for the most realistic render. In the archviz world (outside babylon), PBR is currently the way to go, so we plan to create PBR materials. But what is the babylon roadmap regarding this? Is it just a (really cool) feature added without further development, or a real direction took by the development team ? What about performance ? Are the PBR materials using more resources than Standards ? Thanks for your expertise.
  25. Hi, It is possible create similar like in playcanvas orange room example with babylon js? https://playcanvas.com/project/345310/overview/orange-room it use box projected cubemap and pbr shader (fast static cubemap). an other and similar example with three js (parallax-corrected environment mapping) https://www.clicktorelease.com/blog/making-of-cruciform I found only in babylon js PBR dynamic texture reflection example but it use simple cubemap and not static so its slow. Any example and suggestion welcome. Br. shater