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Found 7 results

  1. Hello. My Kayak model has 4 sub materials on it. I have a button called "KayakLime". I'd like this button to change sub material #2 from Peach.png to Lime.png when clicked. Example #1 below works, but it changes the 4 kayak sub materials all to Lime.png. var myKayak2; BABYLON.SceneLoader.ImportMesh("", "models/", "Kayak.gltf", scene, function (newMeshes) { myKayak2 = newMeshes[0]; }); var LimeTexture = new BABYLON.StandardMaterial("Lime", scene); LimeTexture.diffuseTexture = new BABYLON.Texture("models/Lime.png", scene); LimeTexture.diffuseTexture.hasAlpha = false; LimeTexture.backFaceCulling = false; document.getElementById("KayakLime").addEventListener("click",function () { myKayak2.material = LimeTexture; }); Example #2: I thought this click code below would change only sub material #2 to Lime.png. However it turns the kayak invisible. Do I need to add more properties in the LimeTexture material? Or is it something else I'm missing? document.getElementById("KayakLime").addEventListener("click",function () { myKayak2.material.subMaterials[2] = LimeTexture; });
  2. I have been playing with the worldmonger demo, and want to uses an emissive texture to overlay a grid upon the ground. I can do this with simple ground materials, but not with the more complex multi material, is it possible to add an emmessive texture to a multi material such as the one used in Worldmonger?
  3. Hi All I have been exploring multimaterial texturing today and its great. However... I have encountered an issue that I can see no obvious solution to. What I am wanting to do is have "smooth" blended transitions between each of the multi-textures that are applied to the shape. Provided below is the 3D scene I have created which has the multimaterial textures applied: As you can see there are two textures that are being alternated across the face of the 3D model - each transition is a "hard" transition whereby there is no blending. Question: What I am wanting is for each texture transition to be blended - is there an easy way to do that? One solution "hack" is to create a 3rd texture that is a blended rendition of the two textures, then I could insert this blended texture between each of the transitions. Hopefully there is a simple solution that prevents me from having to go down this route! Thanks in advance...
  4. Blender Exporter & Multimaterials

    I have the latest Blender exporter (4.6.1) and I am trying to export a model that has some faces textured via UV Unwrap and other faces are just a plain old color. When I export the model it only exports a single material for the textured faces and applies that texture to the non-unwrapped faces as well. The material with just a color does not get exported. I was considering getting the face indexes from Blender and trying to sub-mesh this thing, but the indexes are not nice ranges and Babylon doesn't seem to have a function that would take an array of faces to submesh. Any ideas? I think this worked in a previous version (its been awhile since I've used Babylon last).
  5. instance of mulitmaterial mesh issue

    Instance of mulitmaterial mesh does not render properly on some hardware see The MultiMaterial part starts at line 81 This renders fine on my PC. My PC has a dedicated graphics card This does not render well on my laptop. My laptop does not have a dedicated graphics card On my laptop it appears as in the attached screenshot.
  6. I have problem with physics and mesh impostor with sphere. I create some componets in blender. And add each component texture. I create pathMesh from components. (pathMesh have multi materials and textures because each component has its own material and texture) If I load babylon with sandbox it load OK (but sandbox doesn't have pathMesh.bakeCurrentTransformIntoVertices(); . If I have pathMesh.bakeCurrentTransformIntoVertices(); in loop then pathMesh is loaded without textures and physics works OK. If I remove pathMesh.bakeCurrentTransformIntoVertices(); then pathMesh is loaded correctly with textures, but physics doesn't work as it should. var pathMesh; meshTask.onSuccess = function (task) { for (var i=0; i<task.loadedMeshes.length; i++ ){ var newMesheI = task.loadedMeshes[i]; if ( == "Path" ) { pathMesh = newMesheI; pathMesh.checkCollisions = true; pathMesh.bakeCurrentTransformIntoVertices(); // this line works ok with physics but pathMesh doesn load correcly with textures pathMesh.pBody= perplexus.setPhysicsState(BABYLON.PhysicsEngine.MeshImpostor , { mass: 0, friction: 0.4, restitution: 0 }); } ... I need pathMesh.bakeCurrentTransformIntoVertices(); and correcly inported pathMesh with its textures? Can anybody help me solve this problem? Any advice? What should I do? Am I missing anything? Greetings
  7. Hello, I have started using Babylon.js yesterday and i was playing around a bit, i wanted to make a cube with different textures for each face (well, to be precise it will have a different texture for top and bottom, then the same texture for all the sides) but when i do that with some code i found on this forum ( ), the textures are rotated into different directions for each couple of faces (top-bottom, front-back, left-right). You can see that here: the texture is supposed to have the yellow lines at the sides, the black thingie on the left and the blue dot in the bottom-right corner (used the one from materials playground sample). I have also noticed that when using the the "invertY" parameter on front and back this happens: - No parameters set Front flipped horizonatlly and vertically, back normal - Front: false Back: false Front flipped horizontally, back flipped vertically - Front: true Back: false Front flipped horizonatlly and vertically, back normal - Front: false Back: true Front flipped horizonatlly, back flipped vertically - Front: true Back: true Front flipped horizonatlly and vertically, back normal Now, did I do something wrong/didn't understand how it works (I admit i just copy/pasted the code for multimaterial texture) or is this the expected behavior?