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Found 65 results

  1. Hi, I want to clone meshes that I load with the obj loader. The problem seems to be that the material is assigned somewhat later, so when I clone the mesh directly in the callback from the SceneLoader.ImportMesh function, it has no material. If I make another clone from the very same instance some time later, it has material. For example this would lead to no material in the clone: BABYLON.SceneLoader.ImportMesh("", this.serverUrl, encodeURIComponent(fileName + ".obj"), this.scene, (mesh) => { meshContainer = mesh.clone(name, undefined, false); resolve(meshContainer); } while this would: BABYLON.SceneLoader.ImportMesh("", this.serverUrl, encodeURIComponent(fileName + ".obj"), this.scene, (mesh) => { setTimeout(() => { meshContainer = mesh.clone(name, undefined, false); resolve(meshContainer); }, 100); } (It is wrapped inside a Promise) Is this an expected behaviour? Is it possible to get the callback when everything is loaded completely? Many thanks, Cheers, janx
  2. I'm trying to use a video to set the alpha information on a standard material. The video displays fine(passed into the diffuse) but can't figure out how to pass this into the alpha with correct results. My code.. Ref: scene.seaPlane = BABYLON.Mesh.CreateGround("ground1", 36,36, 2, scene); var mat = new BABYLON.StandardMaterial("mat", scene); var videoTexture = new BABYLON.VideoTexture("video", ["textures/waterRing.mp4"], scene, true, true); mat.diffuseTexture = videoTexture; mat.diffuseTexture.hasAlpha = true; mat.useAlphaFromDiffuseTexture = true; scene.seaPlane.material = mat;; There is no explicit alpha channel in my video file, so perhaps this is where I'm going wrong? Maybe it's better to render the video out as a sequence of pngs Thanks,
  3. 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?
  4. Hello I am still somewhat new to Babylon and i'm having the following problem. I am loading an .obj model into my scene and I wish to apply a standard material onto the meshes, after the model has loaded. But my problem is, that the materials are not applied in the success callback. I have a button to maually apply the materials and it works fine. document.getElementById("applyMaterials").addEventListener("click", function(e) { var meshMaterial = new BABYLON.StandardMaterial("meshMaterial", scene); meshMaterial.backFaceCulling = false; meshesGlobal.forEach(function(element) { element.material = meshMaterial; }, this); }); I have tried my code in the playground with the skull.babylon model and it works fine. Am I missing someting? Thanks!
  5. Hi guys! I have small problem, If I dispose WorldSpaceCanvas2D, material from canvas stay on the scene Example, you need look in console, you can see after disposing canvas the material on scene "myCanvas_Material" How I can dispose this material? Thanks!
  6. 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.
  7. Maybe I have to explain it a bit more: I have a mesh-model (laptop screen) and I wish to see NO reflections looking in the normal of the surface but the more I turn the laptop, the more reflections should appear. Is this possible? Greetings and thank you
  8. i'm very sorry to bother the forum again, but this is for the benefit of learning i applied material from the blender color palette to my model, but it seems not to be exporting here's my blender file joker riggedddd.blend?dl=0
  9. Hey @Deltakosh, @Sebavan or @RaananW can i pick you guys brains for a sec... I am trying to use the Simple Material with lighting support. But for some reason the 'BACK-SIDE' of the lighted surface is really black. This is the simple code i use to create a SimpleMaterial: var tester:BABYLON.AbstractMesh = this.scene.getMeshByName("Tester Cube 3"); var material:BABYLON.SimpleMaterial = new BABYLON.SimpleMaterial("simpleMaterial", this.scene); material.diffuseColor = BABYLON.Color3.White(); material.diffuseTexture = new BABYLON.Texture("/scenes/amiga.png", this.scene); tester.material = material; But take a look a t the Cube on the LEFT... That is using the BABYLON.SimpleMaterial and the Cube on the right with looks perfect is using a standard shader and material. Why is the back side too black when i thought SimpleMaterial supports the basic lighting workflow??? Note the Beautiful shadows ... One is BAKED using Lightmaps and the Other is realtime ... But the look beautiful
  10. PBR RESEARCH its amazing what you can do to these pbr materials , light settings, cameras, physics ... First PBR materials test Shader samplers of properties BABYLONJS Features Here is a small reminder of the PBR material supported features: Albedo, Reflectivity, Microsurface Reflection / Refraction Normal Map / Parallax Shadows (as the standard material) Energy Conservation Gamma Correction Inversed squared light Falloff and Light Radius HDR Texture and Seamless Cubemap (LOD extension required) Environment Irradiance Camera controls: Contrast and Exposure Camera controls: Color Grading and Color Curves Zero Light Lighting Debug Controls BABYLONJS PARAMS directIntensity: Controls the amount of diffuse and specular the material is reflecting. emissiveIntensity: Controls the level of emissive light the material is emitting. environmentIntensity: Controls the level of the reflected light from the environment. specularIntensity: As the material is still using a blinn phong like higlights computation, this can help dropping the specular level of the material without impacting the reflectivity. MicroSurface (AKA Glossiness or specular power) reflectivityTexture= texture; useMicroSurfaceFromReflectivityMap = true; useMicroSurfaceFromReflectivityMapAlpha = true; reflectionColor = new BABYLON.Color3(1.0, 1.0, 1.0); // White to make the material fully reflective. OverloadedAlbedoIntensity is to overload a texture with the color the values go from 0 to 1 overloadedAlbedo = new BABYLON.Color3(0, 0, 1); overloadedAlbedoIntensity = overloadedIntensity; // Creates a reflection texture. var reflectionTexture = new BABYLON.CubeTexture("textures/TropicalSunnyDay", scene); // Creates the pbr material to use in the scene var pbr = new BABYLON.PBRMaterial("pbr", scene); pbr.reflectionTexture = reflectionTexture; pbr.reflectivityColor = new BABYLON.Color3(1.0, 1.0, 1.0); // White to make the material fully reflective. The diffuse reflection will be described later in the Environment Irradiance section. Another interesting addition to the reflection is the ability to keep the most luminous part of the reflection over transparent surface... Yeah, it does not make much sense... Actually if you look through a window at night from a lit room, you can see the reflection of lights or TV on the glass. This is the same for reflection in the PBR Material. A special property pbr.useRadianceOverAlpha = true; has been added to allow you to control this effect. Not only reflection (AKA radiance) but specular highlights can be seen on top of transparency. glass.reflectionTexture = hdrTexture; glass.alpha = 0.5; // realism reflection material.emissiveFresnelParameters = new BABYLON.FresnelParameters(); material.emissiveFresnelParameters.bias = 0.4; material.emissiveFresnelParameters.power = 140; material.emissiveFresnelParameters.leftColor = BABYLON.Color3.Red(); material.emissiveFresnelParameters.rightColor = BABYLON.Color3.Blue(); Camera Control Photographic tone mapping and deals with the contrast directly from the material. var pbr = new BABYLON.PBRMaterial("pbr", scene); pbr.cameraExposure = 0.66; pbr.cameraContrast = 1.66; //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Roughness: parameter can “flatten” the color transitions. You can use it to make your material appear dusty and flat Reflections: Black color makes the material non-reflective, white color makes it fully reflective. All the gray scale values between increase or decrease the reflection strength Just like with the Diffuse, you can use Color, Bitmap or Procedural map in the Reflect slot. Glossiness: This is the parameter that controls how sharp/blurred are the reflections. Some real world objects, like polished metal, mirror, chrome, have very sharp reflections, while other materials, such as wood, concrete, plastic, etc., have blurred reflections. BABYLONJS //MicroSurface (AKA Glossiness or specular power) BABYLON The micro-surface of a material defines the way it is reflecting the incoming lights. It is not defining the amount, only how. A glossy material will tend to reflect the light in the same direction it is incoming. On a Matte one the reflected light will vary in contact of the surface. Tips: To achieve the best results, you can store the glossiness in the alpha channel of the reflectivity map (this prevents having a constant gloss on one material): materialSphere.reflectivityTexture = texture; materialSphere.useMicroSurfaceFromReflectivityMap = true; Ligthing Intensity In order to allow finer grain control of the lighting, the following properties have been added in the material. directIntensity: Controls the amount of diffuse and specular the material is reflecting. emissiveIntensity: Controls the level of emissive light the material is emitting. environmentIntensity: Controls the level of the reflected light from the environment. specularIntensity: As the material is still using a blinn phong like higlights computation, this can help dropping the specular level of the material without impacting the reflectivity. Fresnel changes the reflection strength depending on the viewing angle. General rule is that reflections are weaker if the surface is facing you perpendicularly and increase in strength as the surface approaches parallel position relative to your viewing angle. As a general guideline, here are the Reflect IOR values for some common object types: water 1.33 plastic 1.45 glass 1.5-1.8 diamond 2.4 compound materials like wood, stone, concrete etc 3-6 metals 20-100 Reflection Depth: This is the number of times a light ray is reflected before stopping the calculations. When the set number of reflections has been calculated, the rest are simply displayed as the Exit color. You can try setting a bright color as the Exit color to see how much information you lose. BABYLONJS Reflectivity (AKA specular color) The reflectivity of a material defines the amount of light it is reflecting. Basically, a black specular will mean almost no reflection and white will be close from a perfect mirror: Tips: To achieve the best results use a specular map stored in a texture: materialSphere.reflectivityTexture = texture; Reflection The key purpose of a PBR material is to conserve the energy (not emitting more light than it receives). If a lot of light is reflected from the environment the diffuse reflected light will drop. This means that without Reflection Map the material would be black if the specular is close to white (reflecting nothing). This is why we introduce in the material a Reflection Color parameter to ensure the material still works without Reflection texture. var pbr = new BABYLON.PBRMaterial("pbr", scene); pbr.reflectionColor = new BABYLON.Color3(1.0, 0.0, 0.0); Refractions: These settings control if and how the material let’s the light through it. Common materials that have refractive properties are glass, water, gems, transparent plastics, etc. First parameter that controls the refractions is Refract color. As before, it goes from black (no refractions) to white (full refractions) and everything in between is a mix between Diffuse and Refraction. OverloadedAlbedoIntensity is to overload a texture with the color the values go from 0 to 1 materialSphere.overloadedAlbedo = new BABYLON.Color3(0, 0, 1); materialSphere.overloadedAlbedoIntensity = overloadedIntensity; Refraction glossiness: Just like with the reflections, you can change how blurry are the refractions. This effect is great for frosted glass or any other rough surface that lets through the light but distorts it along the way. This one increases render times and noise a lot so be careful with it. No need to go lower than 0.6 for most materials. INDEX of REFRACTION: has been calculated for many materials, so you don’t need to guess. You can find various IOR tables on the internet. Here is one of them: Acetone 1.36 Actinolite 1.618 Agalmatoite 1.550 Agate 1.544 Agate, Moss 1.540 Air 1.0002926 Alcohol 1.329 Amber 1.546 Amethyst 1.544 Crystal 2.00 Diamond 2.417 Emerald 1.576 Ethanol 1.36 Ethyl Alcohol 1.36 Glass 1.51714 Glass, Albite 1.4890 Glass, Crown 1.520 Glass, Crown, Zinc 1.517 Glass, Flint, Dense 1.66 Glass, Flint, Heaviest 1.89 Glass, Flint, Heavy 1.65548 Glass, Flint, Lanthanum 1.80 Glass, Flint, Light 1.58038 Glass, Flint, Medium 1.62725 Gold 0.47 Ice 1.309 Ivory 1.540 Jade, Nephrite 1.610 Jadeite 1.665 Lead 2.01 Malachite 1.655 Methanol 1.329 Moonstone, Albite 1.535 Nylon 1.53 Onyx 1.486 Opal 1.450 Oxygen (gas) 1.000276 Oxygen (liq) 1.221 Pearl 1.530 Plastic 1.460 Plexiglas 1.50 Polystyrene 1.55 Quartz 1.544 Quartz, Fused 1.45843 Rock Salt 1.544 Rubber, Natural 1.5191 Ruby 1.760 Sapphire 1.760 Silicon 4.24 Steel 2.50 Tiger eye 1.544 Topaz 1.620 Tourmaline 1.624 Turpentine 1.472 Turquoise 1.610 Water (gas) 1.000261 Water 35’C (Room temp) 1.33157 Zirconia, Cubic 2.170 Max depth works just like with the reflections. The default value is usually fine, but for scenes with large amount of refractions, you should increase it. Fog Color. It is great if you want to tint the glass in a realistic way. Using the Fog color makes thinner parts lighter and thicker parts darker. You can use the Fog multiplier value to adjust how strong is the tint. I suggest using colors with less than 255 lightness and saturation for realistic results. You can control the relationship between object thickness and Fog intensity by using the Fog value. Look at the examples to see how it works. Negative values make the tinting stronger and color transitions more extreme, while positive values make the fog smoother and weaker. Use it together with fog multiplier to get the effect you need. The biggest drawback of the Fog color is that you can not use a map in this slot, this means you can only use a single color. If you want to create a stained glass material or glass with multiple colors, you will have to do that by using the Refract color and not the Fog. It is, however, great for those single-colored materials and much more realistic than simply changing the Refract color. Anisotropy allows you to create stretched highlights. In real world these are most commonly seen on brushed metal surfaces with long, parallel ‘scratches’. Anisotropy allows you to fake this by stretching and rotating the highlights as you like. Bump and Displace slots first. Both of these slots allow you to assign a bitmap or procedural map to simulate unevenness and deformation of the objects surface. Bump does so without changing the overall geometry of the object, but Displace actually subdivides and deforms the object during rendering. The deformations work like this – middle grey [128;128;128] of the map does not change anything on the object, darker values push the surface inwards while lighter values pull it out. The further this value is from medium gray, the stronger is the effect. Color of the map is not taken into account and only the lightness value is used. Last map we are going to look at is the Opacity map. It works very simple. Pure white value is used for the non-transparent parts of the material and pure black is for completely invisible parts of the material, everything in between is more or less half transparent. It is great if you need to simulate stuff like tree leaves or lace fabric without using a large amount of polygons. BRDF DOCS ~ref: ~ref: ~ref: ~ref:
  11. WebGL supports textures with base64 Data URLs, following the format "data:[mediatype];base64,[base64string]". However, when creating a texture with a data url in Babylon.js: var material = new BABYLON.StandardMaterial("0", scene);material.diffuseTexture = new BABYLON.Texture(dataUrl, scene, false, false, BABYLON.Texture.CUBIC_MODE);the browser console shows the message: Uncaught TypeError: Cannot read property 'replace' of nullIs there something I am doing wrong or is it a Babylon bug? I attached my full test code. Thanks! index.html
  12. I'd like to tint a model to black with a certain amount of transparency, let's say 60%, in a way that you'll be able to see the model's texture beneath the black tint, at 40% clarity. I created a material with black diffuse color, and applied it to the model's meshes. It is pitch black though, is there a way to make it only 60% tinted?
  13. I have a mesh (container) that contains another mesh (sphere). I'd like to set a material to the container mesh, in a way that it is applied to all the meshes it's parenting. (sphere in this case) I created a PG showing that it doesn't work: Is such a thing not supposed to work? My main reason for doing it is adding a material on top of a mesh that already has a material without overriding the previous material. (stacking materials) e.g. adding a material that adds a 50% transparent black tint to a mesh that already has a material, without touching that mesh's material (sort of adding a material on top of it).
  14. Hi all, I found something weird while optimizing my code: I was using InstancedMesh as much as possible, and switched all my materials to ShaderMaterial. And then boom, everything disappeared. After a bit of research, it seems instanced meshes will simply not be drawn when their source has a ShaderMaterial assigned. Playground repro: Uncomment lines 40 to 44 to see for yourself. It's actually a bit more complex than that: when you assign a shader material to it, even the source mesh disappears if it has been instantiated (?), but only if its instances are in the field of view. I'm currently looking at BJS code and ANGLE_instanced_arrays doc (the extension used for drawing instanced meshes), but I thought I'd come here to fish for ideas... FYI these are two errors I noticed in the log when this problem showed (errors not always there): drawElementsInstancedANGLE: at least one enabled attribute must have a divisor of 0glDrawElementsInstancedANGLE: attempt to draw with all attributes having non-zero divisorsThanks
  15. Hi all, I tried to set up a scene in the playground with a custom cubeTexture, but playground doesn't like it So for now my simple scene is on my ftp : This is a screenshot from the photoshop file used to generate the cubemap (based from the famous tropicalSunnyDay) Exported files are located here : And here what i get, check how the pz is mapped : So simple question why the cubemap is inverted ? Is it me who is doing it wrong ?
  16. Hi All, I would like to replicate what I've seen referred to in some other engines as ambient light; definition of which being - a light that evenly distributes across the whole scene; e.g. doesn't cast shadows, and no parts of the scene look darker / lighter than any other part. My main reason for this is that some of my 3D content will need to have light maps baked into the texture images (for other non-babylon related reasons) & I don't want the default babylon lighting to affect this light mapping. I noticed this topic asked a similar question: However the answer they got didn't seem to satisfy my requirements. So far - the closest solution I've come up with is: for (i = 0; i < newScene.lights.length; i++){ newScene.lights.setEnabled(false); } for (i = 0; i < newScene.materials.length; i++){ newScene.materials.emissiveColor = newScene.materials.diffuseColor; } However this assumes that all my materials are solid colour; which they won't all be; some of them will have image textures. Any advice would be greatly appreciated? Perhaps a shader effect might be of help? Thanks!
  17. Hello I am unable to apply material to objects loaded in .gltf/.glb format but am able to do so for objects loaded in .obj formal. I have attached chair_gltf.png, chair_obj.png and relevant code below. I would like to create a demonstration in the babylon playground but cant since I dont know how to add assets to the playground. Questions 1) Can someone help me figure out how to apply materials to models loaded via gltf? 2) How does one add static assets to babylon playground? function addObject(scene, model){ var scale = model.scale; var pos = function(t) { t.loadedMeshes.forEach(function(m) { console.log(m.material) m.scaling = new BABYLON.Vector3(scale,scale,scale); let materialSphere1 = new BABYLON.StandardMaterial("texture1", scene); materialSphere1.alpha = 0.5; materialSphere1.diffuseColor = new BABYLON.Color3(1.0, 0.2, 0.7); m.material = materialSphere1; console.log(m.material) }); }; var loader = new BABYLON.AssetsManager(scene); let file_dir = dirname(model.gltf_url).substring(1) + '/' let file_name = basename(model.gltf_url) var object = loader.addMeshTask(model.title, "", file_dir, file_name); object.onSuccess = pos loader.load(); }
  18. Hello, I'm realy new to this and i want to apologize in advance if this question already had been handled a couple of times, but i could not find a solution after 2 days. So i'll give it a try and ask you guys What i want: I do expect Points (x,y,z) which build a closed custom shape. The shape may consist of n-Points (in my Example there are 5). The shape also has to be extruded by a specific length. Everything will be extruded into the Z-Axis. Next step is creating a material and applying it to the Mesh. The Problem: Because of the CAP_ALL parameter my texture is not aligned properly (see related question: related post). I can't use the MeshBuilder.CreateBox because my shapes are not always boxes and i could not find any way to fix my Mesh's uvs You can see my example here: My Solution: I create a box and subtract each face. This is the only possible solution i found. (Yet it's not acceptable) You can see the shame here: Can anyone point me in the right direction how to manage this? Any help would be appreciated. Thank you all in advance
  19. Hi everyone. I've been looking for ways to export a mesh that has two UV map channels and a material with a composite map attached (for decals). I'd prefer if the exporter did everything but it will only export the mesh with a default gray texture. Because it doesn't seem to work I'm looking for a workaround. I'd love some ideas, preferably for 3ds to properly export what i need but not only. Vlad.
  20. Is it possible, using the standard material, to specify that the diffuse texture alpha channel should be used to control the specular value?
  21. Try to generate a custom mesh with material. this is what I did so far ~ Appreciate if anyone could answer or correct my issue 1. How to create a double sided face ? tried backFaceCulling but don't seem to work. 2. I would like the triangle to display custom uv position, a image explain what I am trying to accomplish. I search on the forum and found out a similar problem here , but still uncertain the correct way to do it. thanks for the help ~ update : I think I posted this on the wrong section , should be under Question and answers , please help to modify , thanks
  22. Hi everyone! Is there any way in Babylon.js to combine multiple textures, or multiple materials on a single mesh? I know that it's possible to apply diffuseTexture and ambientTexture on a material at once, but if I have more than 2 textures? Like for example, it could be used for maps, having a satellite image as a base texture and then applying a layer with ambient pressure, and UV index, and wind direction, and whatnot
  23. Hi, people. I have two problems. (1) I want to make a mesh change its material color for gray, As a colorful person is changed to gray one. Maybe "Dude" can be used to be an example. I hope to change him . (2)I want to put another material with a texture on a mesh, fix the material or add it? Should I write a shader for it? then how should I do?
  24. How should the son look for a Shader Material to specify initial shader properties. For example: { "customType" : "BABYLON.ShaderMaterial", "name" : "Items", "id" : "4341eb56-9415-44c4-a1c4-3236afe7df56", "backFaceCulling" : true, "wireframe" : false, "alpha" : 1, "shaderPath" : "AmigaShader", "options" : { "attributes" : [], "uniforms" : [], "needAlphaBlending" : false, "needAlphaTesting" : false, "samplers" : [], "defines" : [] }, "textures" : {}, "floats" : {}, "floatArrays" : {}, "colors3" : {}, "colors4" : {}, "vectors2" : {}, "vectors3" : {}, "vectors4" : {}, "matrices" : {}, "matrices2x2" : {}, "matrices3x3" : {} } So if did something like: "floats" : { "FloatParam1" : 1.0, "FloatParam2" : 2.0, "FloatParam3" : 3.0 } Is that basically the same thing as on client code: shader.setFloat("FloatParam1", 1.0); shader.setFloat("FloatParam2", 2.0); shader.setFloat("FloatParam3", 1.0); Will the scene loader automatically set these initial floats on the shader or do i still have to manually use client code look myself if shaderMaterial.floats has any key paris and manually class shader.setFloat for each key value pair defined in the shader material son as shown above? What goes in textures {} ... A key value pair of "name" --> BabylonTexture ? And will those textures get loaded as the initial shader.setTexture values or do i gotta manually load those as well?
  25. Hello, Just a tiny Playground to demo the impact of the environment texture on rabbit: The environment (HDRCubeTexture) and only the environment is swapped every 5 seconds. Please note that the first load may be time consuming to download. Hope that can help to better understand the impact in the pbr material (even on fully white rabbits bottom row). CU,