Search the Community

Showing results for tags 'pbr'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 64 results

  1. Hi everyone, I have exported via exporter in Maya to babylon project. And when i import it my texture shows wrong. Here how it looks in maya http://screenshot.su/show.php?img=3362c94d7f8155b008bfa62f7729f200.jpg Here how it looks in editor http://screenshot.su/show.php?img=5041e6e24eb9bf10f931db2c6c853027.jpg
  2. Hi, found issue with PBR on android device, that have webgl 2.0 support, probably its chrome issue but thought to post it here as well. Device: Galaxy S8+ OS: Android 7.0 Chrome: 65.0.3325.109 Babylon: v3.2.0-rc.2 GPU: {vendor: "ARM", renderer: "Mali-G71", version: "WebGL 2.0 (OpenGL ES 3.0 Chromium)"} How to reproduce: any pbr playground will go, as all of them show black meshes instead of pbr materials. PG It fails without any error or even warning in console. Works fine in native browser (Internet) as it has webgl 1.0: Internet: 6.4.10.5 GPU: {vendor: "ARM", renderer: "Mali-G71", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"}
  3. Hi, found weird bug with shadows. Device: Galaxy S4 OS: Android 5.0.1 GPU: {vendor: "Qualcomm", renderer: "Adreno (TM) 320", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"} Browser: Chrome (62.0.3202.84) / Native (6.2.01.12) PG Have mesh with PBRMetalnes material and ground with PBRMaterial. Added spot light as shadow light and included sphere as caster and box as receiver. Than created instance of the sphere. And after that both spheres disappear in S4 device. Sphere dont disappear if instead of instance, clone is used. Working PG
  4. MackeyK24

    DDS Environment With PBR

    What if any, are the advantages in use PBRMaterial to render the Skybox (Not the mip mapped reflection, just the single mip skybox.dds) vs using a StandardMaterial. When I test then both, I cant tell the difference (besides have control over things like cameraContrast and the various xxxIntensities properties) by just looking at it. Any thoughts
  5. Hello, I have problems casting shadows on objects that have PBR material and environmentTexture. I don't know how to dim the light emitted by the environmentTexture, or even better, make the intensity of the reflection related to the lights of the scene. Since shadows are the areas on the objects where there is no light, and the reflection of the environment texture is not affected by the lights, I can't get shadows on the object. Please, check the following example. http://www.babylonjs-playground.com/#BCHEUP There is a barely visible shadow on the PBR ball, from the torus. My questions are: 1) How can I make the ball dim/brighten according to the lights of the scene to some extend. 2) How can I change the intensity of the light of the environment texture, so that I can change the "intensity" of the reflected light of the ball, regardless of the surrounding lights? So that I can control how much the lights of the scene affect the brightness of the object. Thanks in advance!
  6. Hello, Is it possible to create a mesh with both reflection and shine (gloss)? I've got like a gold pouf that got a reflection in it but it's also shiny. What do you guys think? Can this effect be achieved with PBR material? Tomer.
  7. waverider

    rocky material pbr

    Hy there..I am fascinated by unity3d rocks, it's bumb map is well detailed and glossy..How can i achieve something like this with babylonjs
  8. Converge

    Custom PBR material

    Hello everyone, I've encountered a situation where I need to mix two normal maps for my PBR material. One map is the main texture while the second one is tiled detail texture. Much like Unity does with its standard material. What would be the best way to extend the functionality of the current PBR material (https://doc.babylonjs.com/classes/3.0/pbrmetallicroughnessmaterial or at least its PBRBaseSimpleMaterial parent). Amending shader itself and passing a second texture sampler is not a problem for me. I understand I should utilize material library and compile a new material. But should I use existing custom standard material as a basis or there are better ways of doing it? I would love to keep entire PBR shader code in local .fx files instead of replacing custom parts though. I bet many artists working with BJS have encountered similar issue where they'd need to tweak existing material and meddle with the shader code but the process of creating anything custom isn't that clear or intuitive. Any tips would be very helpful! Many thanks in advance. PS readme file for custom standard mat states that it would only work with BJS 3.0.0 and I'm using the latest stable one.
  9. Is there a way to generate custom mipmaps for a texture and save it? For instance, Unity preblurs the mips of a cube map (using specular convolution) in order to accurately simulate roughness. https://docs.unity3d.com/Manual/class-Cubemap.html
  10. Hello, I would like to convert the material definitions in a .babylon file to the most basic PBR possible. Currently, exported from Blender, I have two materials; bed.Floor & Bed.Wood: "materials":[ { "name":"bed.Floor", "id":"bed.Floor", "ambient":[ 1, 1, 1 ], "diffuse":[ 1, 1, 1 ], "specular":[ 0, 0, 0 ], "emissive":[ 0, 0, 0 ], "specularPower":50, "alpha":1, "backFaceCulling":true, "checkReadyOnlyOnce":false, "maxSimultaneousLights":4 }, { "name":"bed.Wood", "id":"bed.Wood", "ambient":[ 1, 1, 1 ], "diffuse":[ 1, 1, 1 ], "specular":[ 0, 0, 0 ], "emissive":[ 0, 0, 0 ], "specularPower":30, "alpha":1, "backFaceCulling":true, "checkReadyOnlyOnce":false, "maxSimultaneousLights":4 } ], I would like to manually edit this file so that BJS treats this as PBR? But can't work out what to do. Yes, I know I can create new materials in my scene script... but would be grateful if anyone could advise what changes I need to make to the .babylon file by hand? Hope this makes sense! Thank you all.
  11. Hey I'd would like know when the texture is loaded on PBR glTF workflow, I did this code : assetsManager = new BABYLON.AssetsManager(scene); var textureTask = assetsManager.addTextureTask("albedoTexture texture", "assets/test/lambert1_baseColor.jpg", true, false); albedoTextureTask.onSuccess = function(task) { console.log(task.texture); meshes.material.albedoTexture = task.texture; } assetsManager.load(); The material assignation does nothing here thanks
  12. I did a little exercise to update myself on the export in gltf and new Gui : http://studio-ramble3d.com/tassimo/ The modeling is done in Blender, the mapping with substance painter and I export everything from Blender with the add-on of kronos: https://github.com/KhronosGroup/glTF-Blender-Exporter However, I have a question: For the reflection I used the environement.dds file of Babylon because I can not generate mine. Is it possible to create one from an equilateral texture? I followed what is written in the tutorial: https://doc.babylonjs.com/how_to/physically_based_rendering but when I export my map it generates 7 different textures? Someone would have an idea for me to finalize this project. Thank you.
  13. Hi, It seems like in the GlossySpecular workflow, the values of diffuseColor and diffuseTexture are not multiplied together. Then, if you wan't a material with a quite saturated color, like Adding a texture with this green is not the same as setting this green as the diffuseColor. Sample playground is here : http://playground.babylonjs.com/indexstable#6DDR9C#1 Is there a configuration for the PBR Material to get the result we see with a monochromatic texture, without using any texture ? Thanks a lot ! Have a nice day,
  14. djeustice

    PBR Texture [SOLVED]

    Hello. I exported a Kayak model from Substance Painter 2 as a glTF with the Metallic Roughness configuration. The Kayak has a red/yellow gradient png texture on it. Exporting from Substance Painter 2 gave me Kayak_baseColor.png, Kayak,_normal.png, and Kayak_occlusionRoughnessMetallic.png textures. In my Babylon JS scene, I import the model (Kayak.gltf)and am trying to switch the Kayak_baseColor.png to Lime_baseColor.png on load. The Kayak loads into the scene with it's red/yellow gradient png texture on it, but doens't switch to the lime texture on load.. Am I missing PBR properties? Or are my properties wrong? Thanks. var myKayak2; BABYLON.SceneLoader.ImportMesh("", "models/", "Kayak.gltf", scene, function (newMeshes) { myKayak2 = newMeshes[0]; var LimeTexture = new BABYLON.PBRMetallicRoughnessMaterial("Lime", scene); LimeTexture.albedoTexture = new BABYLON.Texture("models/Lime_b aseColor.png", scene); LimeTexture.metallic = 0; LimeTexture.roughness = 1.0; myKayak2.material = LimeTexture; }); I tried changing the PBR material definition to this but still no luck: var myKayak2; BABYLON.SceneLoader.ImportMesh("", "models/", "Kayak.gltf", scene, function (newMeshes) { myKayak2 = newMeshes[0]; var LimeTexture = new BABYLON.PBRMaterial("Lime", scene); LimeTexture.albedoTexture = new BABYLON.Texture("models/Lime_baseColor.png", scene); LimeTexture.metallic = 0; LimeTexture.roughness = 1.0; myKayak2.material = LimeTexture; });
  15. SvenFrankson

    PBR, alpha and transparency

    Hi, The last build has some changes in the way PBR Materials are rendered with transparency http://playground.babylonjs.com/index.html#VXEHT4#1 http://playground.babylonjs.com/indexstable.html#VXEHT4#1 In the last build, you need to indicate the Material requires transparency (transparencyMode) to have it blended with the background. Seems like in the last stable version it was its default behaviour. Is it intended ? Thanks a lot for your inputs, have a nice day !
  16. Hi, PBRMetallicRoughnessMaterial is extending PBRBaseSimpleMaterial that is extending PBRBaseMaterial. Inside PBRBaseMaterial there is protected property for lightmapTexture but its not exposed inside PBRBaseSimpleMaterial so lightmapTexture can not be used with PBRMetallicRoughnessMaterial. Is that by the design that metallic pbr doesn't have lightmapTexture ? as it is exposed only for PBRMaterial right now. Thanks
  17. Hello! I have an issue I hope you can help me with. I'll put you in context and hope I can give you enough information. Let's say I have a PBR floor exported with diffuse, rough, metal and normal from 3DSMax with the Babylon plugin, as well as the environment texture for reflections. I would like to put a ball on this floor that casts a shadow over it, but for some reason it isn't working. It does work with a standard material, but not the PBR. Does this have to do with the 3DSMax export? Am I missing something in code? Should I tweak the shader somehow? Thank you for the help in advance!
  18. Dear people of this awesome forum: Here I am again, looking for some help. My sw development (of course with BJS) uses PBR materials (we are the greatest fans) . The case is that this is a cross-browser multi-platform project. My scene looks great on desktop: MS Windows (Firefox and Chrome / I'm not using/testing MS Explorer, Edge nor Opera) and macOSX-Safari. It also looks impressive on iOS-Safari, but fails to be so fine in Android-Chrome as my geometries are all show in black. I know this is a problem with my code, as the different PBR examples of BJS look perfect in Andorid-Chrome, but,...what a weird one. Any starting point with this? Thanks for your time.
  19. How to perfectly set up all possible PBR properties (channels and values supported by Babylon PBR material ) in 3D max such that it exports to Babylon perfectly in a manner that uses the full potential of Babylon PBR materials? (Without requiring to set any PBR properties by code or by using editor.babylonjs.com ) I am basically looking for best workflow method for producing realistic Babylon scenes (which have PBR materials for all meshes) using 3D Max. Any common pitfalls/suggestions/tips ?
  20. Hi everyone, I'm facing some issues with the use of ReflectionProbe, may I please request some help ? Here's the use case : Some object is in a room with walls and windows, and I'd like the walls and windows to reflect on the objet. So I add a probe at the object's position, push the walls and windows in the probe renderList. And it works pretty well ! (here, the cube is the object, the balls are the walls and windows...) https://www.babylonjs-playground.com/#AZA2CG#1 But in some cases (like in the linked playground), there's some long and synchronous computation when it needs to call ConvertCubeMapTextureToSphericalPolynomial. I think it's correlated to the type of the Material I'm applying the probe texture on... Is there a workaround to avoid this computation ? (beside reducing the texture size ?). On a side note, I have very little knowledge about the concepts of light harmonics, but why does this computation only happens once if the probe is updated each frame ? In advance, thanks a lot for your inputs ! Have a nice day,
  21. Hersir

    PBR and Light Maps

    Hi, Have somebody managed to use light maps with PBR materials? Meshes have UV2 for light map and they reuse 1 lightmapTexture , but somehow it works only for Standard materials, and not PBR, if I remove PBR shadows appear. material.lightmapTexture = // Texture material.lightmapTexture.coordinatesIndex = 1; material.useLightmapAsShadowmap = true; Is that by design? Or I am doing something wrong? Thank you.
  22. In this exemple : http://www.babylonjs-playground.com/#IAZTI#26 I put a probe reflection into the ReflectionTexture of the PBRMaterial of the wood object. I can see the probe reflection in the wood but i dont understand why my albedo is now black, any advices?
  23. Is there anyway to fade the albedoTexture of a PBR material, so that I can animate this material to a plain colour? I notice there is an ambientTextureStrength property. but no albedoTextureStrength property. Cheers
  24. Hi everybody: We're trying to use the BJS Editor in order to have PBR materials, as the Exporter (from Blender) doesn´t let use them. Our problem is that the resulting .babylon file generated by BJS Editor seems to include the textures as embedded ("base64String" property), resulting so in a huge .babylon file. In parallel, a clever reusing of textures (as .dds) is not possible, as they are all embedded time after time, with each scene. Is there any alternative to this workflow? Thanks for your time. Best regards. Addendum (real .babylon file excerpt): . . . { "tags": "added", "directIntensity": 1, "emissiveIntensity": 1, "environmentIntensity": 1, "specularIntensity": 1, "disableBumpMap": false, "albedoTexture": { "tags": null, "url": "tubo_basecolor.png", "uOffset": 0, "vOffset": 0, "uScale": 1, "vScale": 1, "uAng": 0, "vAng": 0, "wAng": 0, "isBlocking": true, "name": "tubo_basecolor.png", "hasAlpha": false, "getAlphaFromRGB": false, "level": 1, "coordinatesIndex": 0, "coordinatesMode": 0, "wrapU": 1, "wrapV": 1, "anisotropicFilteringLevel": 4, "isCube": false, "gammaSpace": true, "invertZ": false, "lodLevelInAlpha": false, "lodGenerationOffset": 0, "lodGenerationScale": 0.8, "isRenderTarget": false, "animations": [], "base64String": "data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAEAAAABAACAIAAAB9wbNAAAAACXBIWXMAAAsTAAALEwEAmpwYAAAgAElEQVR4nOzbQQ0AIRDAwCM5/5YXCTyhyYyCGuiamQ8AA . . ." }, . . .
  25. Hersir

    PBR in 3d max

    Hi, Some time ago I saw that 3d max export got PBR support, is that right? Any information available on it? (already usable , how to use). Alos will there be why to set global reflection texture on scene, so preview in 3d max will use it? Thanks for great work.