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Found 8 results

  1. Hi, Is it possible to write the output of a post process to a render target? Thanks!
  2. Hi, This is my first post on this forum ? I am new to Babylon.js, and wanted to write a shader which writes its output to a render target, which I will use later as an input to another shader. My first question is:: How can I apply a single shader to all the meshes in the scene, without assigning the new materials to each mesh manually. In three.js there is a property called overrideMaterial in scene, which is helpful in such scenario. Is it possible in Babylon? My Second question is related to post processing. Is it possible to write the output of post processing shader to a render target, which then can be used as an input to another shader? I am sure the answer to above questions is yes, as Babylon looks a great Engine! Thanks in advance ?
  3. I'm trying to get post process working on a project that also should run in VR, but unfortunately things break as soon as I add the scene.createDefaultVRExperience() to the project. This happens even if VR is not activated yet. Is there any way to use post process and VR together? Here is an playground highlighting the issue: https://www.babylonjs-playground.com/#T49RDX (just uncomment line 9) Thanks!
  4. I'm using a compressed PNG for refraction postprocess, but it's just black and white noise, so I'd like to generate the texture instead. Is it possible though? I tried procedural textures from the library, but it only resulted in default checkerboard texture appearing. What am I doing wrong? And if procedural textures can't be used this way can I use my texture as a tile, so it wouldn't stretch across the screen changing the scale of the noise? var roadmaterialpt = new BABYLON.RoadProceduralTexture("customtext", 512, scene); var postProcess2 = new BABYLON.RefractionPostProcess("Refraction", roadmaterialpt, new BABYLON.Color3(1.0, 1.0, 1.0), 0.3, 2.0, 1.0, camera);
  5. Hiya all. Just joined up here- seems like a fantastic community, great stuff. Learning a lot from you guys. In this previous Q&A (thanks guys) there was a discussion about adjusting a "fade" post process after its creation, via scene.registerBeforeRender(function(){}); Here's the afore mentioned code snippet for where the post process gets created. var fadeLevel = 1; var postProcess_fade = new BABYLON.PostProcess("Fade", "fade", ["fadeLevel"], null, 1.0, camera); postProcess_fade.onApply = (effect) => { effect.setFloat("fadeLevel", fadeLevel); }; Lets say I wanted to do the same on other post processes such as a horizontal Blur (increasing blur on a certain event for example). I sorta tried doing a similar thing.... var kernel=50; var postProcess_Blur = new BABYLON.BlurPostProcess("Horizontal blur",new BABYLON.Vector2(1.0,0.0), ["kernel"], 1, camera); postProcess_Blur.onApply = (effect) => { effect.setFloat("kernel", kernel); }; ...the scene / canvas all initialises ok, but it's drawing a black frame. Not sure if its because of some difference with the blur post process in particular? https://doc.babylonjs.com/classes/3.0/blurpostprocess says the parameter name is "kernel". Thanks v much for any insights or assistance. *edit: link to playground https://www.babylonjs-playground.com/#K9NTY4#6 *edit: solved https://www.babylonjs-playground.com/#K9NTY4#7
  6. Hi, developers! I have one problem with using postprocesses on cameras with layer masks. My scene contain two cameras with different layer masks, i push them all in active cameras to blend them. For this moment all is good and i have this picture (https://yadi.sk/i/rlKH9yIpuUeWM). Planet are attached to layer with ortho camera, background are attached to the free camera. When i use VolumetricLightScatteringPostProcess (or LensRenderingPipeline) on the ortho camera i get black background (https://yadi.sk/i/tTG9UbaMuUeww), seems like cameras are not blending. Can you told me its a bug, or i doing something wrong?
  7. Hey Babylon citizens! Hope you all are doing pretty good I'm trying to use Babylon's createscreenshot function in order to get picture from scene at certain position of the camera. And my problem that when I'm using ColorCorrectionPostProcess my screenshot is just black. Without this line - OK. And when I'm also using ParticleSystem it is not shows up on my screenshot. Could it be any issue with that? Or it is just something wrong with my code? Cannot create any PlayGround example because my function uses color palette from file -> var postColorProcessHighContrast = new BABYLON.ColorCorrectionPostProcess('color_correction', 'effects/highcon.png', 1.0, camera, null, engine, true); Thank you for your help.
  8. Hi there I try to do simple postprocess on scene and I have back this error: Uncaught TypeError: Failed to execute 'uniform1fv' on 'WebGLRenderingContext': No function was found that matched the signature provided. var sepiaKernelMatrix = BABYLON.Matrix.FromValues( 0.393, 0.349, 0.272, 0, 0.769, 0.686, 0.534, 0, 0.189, 0.168, 0.131, 0, 0, 0, 0, 0 ); var postProcess = new BABYLON.ConvolutionPostProcess("Sepia", sepiaKernelMatrix, 1.0, camera, null, engine, true); What I doing wrong !? before was working fine, is there another change in 2.1 ?
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