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Found 4 results

  1. Hi everyone ! I'm trying to move between two cubemaps with an HTC VIVE. There's two interactions avaibles: Click with the controller on a plane. Use the gaze tracker on this same plane. This two cases works perfectly, but: Controller's ray is blocked by the cube (even with isBlocker = false). gazeTrackerMesh is not visible on my plane. Here is a PG: https://playground.babylonjs.com/index.html#M9YVIX
  2. Hi Everyone! Having an issue with BJS cube map textures on mobile, where they go black and don't show up. Here is the example: First, I made a normal BJS cube map (similar to the playground example here: http://www.babylonjs-playground.com/#2K4OXQ ) and I have that link here: http://client.elementxcreative.com/bjs/assetpreview/open_area_2k_cubemap/index.html This works fine on desktop, and it's just six 2048x2048 textures fed into a BJS reflection texture, applied to a box. However, trying to load this same scene on the chrome browser in my galaxy Note 3 phone it just renders a black screen (the textures don't show up). The next step I tried was reducing the size of the textures down to 1024x1024, and tried a new link on my Note 3. This worked as expected, and that link is here: http://client.elementxcreative.com/bjs/assetpreview/open_area_1k_cubemap/index.html So initially I thought, well, okay, I guess it's a texture size issue, but it seemed strange to me because I know i've loaded in more textures than that into my phone before, so then I took those same textures at the original 2k size, mapped them onto quads, and just had them float in front of camera. To my suprise, this ALSO worked on camera: http://client.elementxcreative.com/bjs/assetpreview/open_area_2k_planes/index.html So, I'm a little confused as to if that last link worked on my phone, it shouldn't be a texture size issue? Any ideas on why the cube map link won't work with 2k textures? (For the record, the reflection/refraction BJS playground scene does the same thing on my phone, shows up with textures as black, but I can move around and see the specular highlights on sphere).
  3. Howdy Babylonians! When I used the unity3d to babylon exporter it currently takes my cubemap and exports it out to a series of JPGs for the different faces of the cubemap. I would like to have use PNG files instead. I can fix this on the exporter side fairly easily by switching the command to from File.WriteAllBytes(faceTexturePath, tempTexture.EncodeToJPG()); to File.WriteAllBytes(faceTexturePath, tempTexture.EncodeToPNG()); and then also changing the output naming convetion from case CubemapFace.NegativeZ: faceTexturePath += "_nz.jpg"; to case CubemapFace.NegativeZ: faceTexturePath += "_nz.png"; When I change these it makes the PNG and names them correctly, but the exported BJS scene doesn't read in the reflection textures correctly. Here is what it looks like when I export the JPG version: - What it looks like when I switch everything over to PNGs - When I load the scene into the babylon sandbox it says " [15:15:49]: Error while trying to load texture: file:ReflectionProbe-0_pz.jpg " So it's still looking for the jpgs insted of the PNGs. Here are the settings for the shader: { "name" : "babylonjs_sample_material_reflection", "id" : "fb8dec12-8352-4e22-8ec5-83008b1780c1", "backFaceCulling" : true, "wireframe" : false, "ambient" : [1, 1, 1], "diffuse" : [0, 0, 0, 1], "specular" : [1, 1, 1, 1], "emissive" : [0, 0, 0, 1], "specularPower" : 53.588665, "alpha" : 1, "diffuseTexture" : null, "diffuseFresnelParameters" : null, "ambientTexture" : null, "opacityTexture" : null, "opacityFresnelParameters" : null, "reflectionTexture" : { "name" : "ReflectionProbe-0", "level" : 1, "hasAlpha" : false, "getAlphaFromRGB" : false, "coordinatesMode" : 3, "isCube" : true, "uOffset" : 0, "vOffset" : 0, "uScale" : 1, "vScale" : 1, "uAng" : 0, "vAng" : 0, "wAng" : 0, "wrapU" : 1, "wrapV" : 1, "coordinatesIndex" : 0, "isRenderTarget" : false, "renderTargetSize" : 0, "mirrorPlane" : null, "renderList" : null, "animations" : null }, "reflectionFresnelParameters" : null, "emissiveTexture" : null, "emissiveFresnelParameters" : null, "specularTexture" : null, "bumpTexture" : null } Is there a way I can adjust the unity exporter code to have it look for the PNGs that were created instead? Or if not is there a way to alter the shader settings after the fact to have it look for the PNGs?
  4. Dinkelborg

    HDR support or converter?

    Hi all, I just found a big pack of free studio setup cube maps, unfortunately they are all in HDR format, is there any support for HDR files in BABYLON or could we add it? Or does anybody happen to know a tool or software to convert a hdr to the six images needed to create a BABYLON cubemap texture?