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Showing results for tags 'bump'.
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Hi, I have issue with model imported from 3d max. Its just plane with normal map and color on top. (Simple material is part of MultiMaterial and is applied to all models). When I try to launch it in the game, first two models that are in centre of scene work as expected, but for other color is not applied (they are black), but normal map is working as expected. I found out that if I set camera radius so that all models are in camera viewport at the beginning , than color is working, also changing some props on the material , bring color back. (probably because of re-render). Any ideas what could cause it? Thanks.
While trying to add additional support for my new SplatmapMaterial... I am using TerrainMaterial shader as a base/guide to make my modifies splatmap material... have a question regarding bump map... if you look in the code normal is calculated ... BUT I CANT SEE WHERE IT IS ACTUALLY BEING USED ... Please look at this: // Bump #ifdef NORMAL vec3 normalW = normalize(vNormalW); #else vec3 normalW = vec3(1.0, 1.0, 1.0); #endif #ifdef DIFFUSE baseColor = texture2D(textureSampler, vTextureUV); #if defined(BUMP) && defined(DIFFUSE) normalW = perturbNormal(viewDirectionW, baseColor.rgb); #endif now that calculates out normalW ... but after that NOWHERE is normalW being used... HOW IS BUMPING BE APPLIED ??? Attach is who vertex and fragment programs... Please tell me whats up with the BUMP feature from BABYLON.TerrainMaterial terrain.vertex.fx terrain.fragment.fx @Deltakosh , @Sebavan , @davrous or @RaananW Please Help If Can
Hello fellow 3d engineers! I've become a little bit cursious about how bump maps work together with shadow. I am still working on the configurator wor wooden constructions. I wanted to give a the wood a bit more plasticity by adding a bump map. I think I've understood how to design the bump map properbly, but not why the shadow is hidden, when looking from different angles of view. Could someone explain this and help me? Thanks!