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Found 59 results

  1. 3DS MAX matches

    Hi all, I'm new and I already have some questions. First of all I must tell you that I am a 3d graphics operator and usually I always look for matches between 3ds Max and new software or 3D systems. Digita il testo o l'indirizzo di un sito web oppure traduci un documento. Annulla Visualizzazione delle traduzioni per Detto questo, mi sto approcciando a Babylon Js da pochi giorni, quindi cerco di usare 3ds max il più possibile, prima di mettere mano ai codici di programmazione o simili. Ho scaricato e installato l Traduci invece Detto questo, mi sto approcciando a Babylonjs da pochi giorni, quindi cerco di usare 3ds max il più possibile, prima di mettere mano ai codici di programmazione o simili. Ho scaricato e installato l That said, I'm approaching to Babylonjs from a few days, so I try to use 3ds max as possible, before you play around with the programming codes or something like that. I downloaded and installed the exporter for 3ds max 2016 to 2017, then I started working and good renderista'm trying to understand what are: 1 - The materials of 3ds max corresponding to the Babylonjs materials 2 - Where should I put the HDRI images to have the correct illuminzaione 3 - How to fix the position of the Arc Rotate Camera, so as to be able to orbit around the object, without being able to zoom in and out Thanks in advance.
  2. PBR microsurface

    Hi, I have troubles trying to control microsurface parameter of PBR: whenever it goes below 0.8, you get nasty looking blocks instead of making the material less reflective (from mirror to matte). Here's BP: It's line 22.
  3. Is there a way to transfer (some) properties of a Material imported from .babylon when constructing a pbr material? I looked into ambientColor and diffuseColor and they don't seem to provide an answer. For example, I have an object with greenish surface (ambient = [0.4, 0.8, 0.6], diffuse = [0.2, 0.43, 0.3]). But when I try to use these as a reflectivityColor, I get very unexpected results. By trial and error, I used reflectivityColor = [0.7, 1, 0.5] to get that greenish surface.
  4. Hi, So I have another problem, this time with the PBR textures imported from unity using Babylon2unity. If I am using any light other than Hemilight (pbr material from unity seem to work with it), all the textures show up black. Again it might be solved by some tweaks in the texture objects, so I have been looking for the problem for hours now... I had some successes, failure, a lot of frustration. So I thought i should ask for your help. On the first image this is the results of my tweaking using an omnilight. So I though I had it figured out, by changing the reflectivityColor and reflectionColor from 0,0,0 to 1,1,1 it seems I get back my texture for the little robot in the middle (the infamous roger robot). With some shadow etc. I also changed the "hasAlpha" in the reflectivityTexture (because it does have alpha) and changed useMicroSurfaceFromReflectivityMapAlpha and useAutoMicroSurfaceFromReflectivityMap to "true" (one of them was already to true, can't remember which one) - that did work with matte region becoming matte, at long last. So I said Great ! lets change the reflectivity color and reflexion color for one of the tile type (the little hexagons thingy). By doing that I also get back the texture normal color BUT, light does not seem to interact in the same way, the mesh is lighted both in front and behind similarly... the back face should be black no? (see image 2). The last 2 images is with the hemilight (front and back) , it seems the material is behaving normally... You might be wondering why I am persisting on resolving this issue when I have a perfectly well behaved light source at disposal... and that is a very relevant question. Any idea(s) ? Light source code: var hemiLight = new BABYLON.HemisphericLight('hemiLight', new BABYLON.Vector3(0, 0, -30), scene); hemiLight.intensity = 2; // var sun = new BABYLON.PointLight("sun", new BABYLON.Vector3(0, 50, 0), scene); // sun.intensity = 2;
  5. Сan be assigned to show diffuse texture to the model if it is to apply PBR? I founded in the documentation, only examples of pre-set: metal, plastic, glass and wood. For example: var scene = new BABYLON.Scene(engine); var camera = new BABYLON.ArcRotateCamera("Camera", -Math.PI / 4, Math.PI / 2.5, 200, var hdrTexture = new BABYLON.HDRCubeTexture("textures/room.hdr", scene, 512); var hdrSkybox = BABYLON.Mesh.CreateBox("hdrSkyBox", 1000.0, scene); var hdrSkyboxMaterial = new BABYLON.PBRMaterial("skyBox", scene); hdrSkyboxMaterial.reflectionTexture = hdrTexture.clone(); hdrSkyboxMaterial.disableLighting = true; hdrSkybox.material = hdrSkyboxMaterial; material = glass; glass.refractionTexture = hdrTexture; glass.reflectionTexture = hdrTexture; ???? material.diffuseTexture = new BABYLON.Texture("/path", scene);
  6. So we used reflection using PBR and reflection probe on floor of home interior scene. Here is video : You can see the reflection isn't realistic . The reflection of the TV unit which should be there on the floor isn't there. Instead there's some cubemap (obviously generated by ReflectionProbe) that's reflecting continuously from floor to TV wall. Something that doesn't happen in real world. So question is how to get realistic reflection ? (Note: We aren't updating reflection probe after initialization , since our camera is static at center. Its ArcRotate and it doesn't move. )
  7. PBR Detailed Documentation

    Hello, Sorry for the delay, but here is finally a complete documentation on how to use the new PBR Material (available in the 2.4 preview of BJS as an extension) with the new seamless HDRTexture: This should help understanding all the features available and how to use them in order to create Metal, Gold, Crystal, Wood and Plastic (tutorial included). Hope you ll enjoy it.
  8. Hi, I'm new to Babylon.js and to this forum, so perhaps I am missing something obvious. The documentation on PBR has an image of beautiful materials with different glossiness and reflectivity values. But when I run the demo Playground Demo Scene - PBR Materials in my browser (Safari or Chrome, on a Macbook Pro), the materials look much less impressive. For low glossiness and reflectivity values, the spheres don't look "rough" with a lot of light scattering. Instead I can clearly see the edges of the skybox. See attached screenshot, the spheres in the top right corner. Why is this happening? Is it my hardware? Did something change in the source code since the picture was taken? Thanks! [Edit] complete specs: Chrome Version 48.0.2564.116 (64-bit) and 49.0.2623.87 (64-bit) Safari Version 9.0.3 (10601.4.4) MacBook Pro (Retina, 13-inch, Early 2015) Intel Iris Graphics 6100 1536 MB 2,7 GHz Intel Core i5 8 GB 1867 MHz DDR3
  9. Big news! Physically Based Rendering (PBR) has landed in the open source PlayCanvas Engine. The graphics capabilities of the engine really have taken a massive leap forwards. Check out the before (Phong shading model) versus the newly deployed version of the engine (PBR shading model): If you want to get a bit more hands on with Star-Lord, leader of the Guardians of the Galaxy, check out our blog post which goes into a bit more detail. Enjoy!