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Showing results for tags 'trees'.
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Hi guys, After some previous attempts to solve some problems in our project, we saw that we were not getting anywhere so we decided that we needed a professional help. This is the offer we published on the Upwork platform, so if anyone is seriously interested in completing the job, please contact us. This is the text of the offer: _______________________________________________________________________________________________________________________________ Representation of a snow-covered mountain scene in Babylon.js Engine The task consists of representing a snow-covered mountain landscape with forest and water bodies in Babylon.js. The focus has to be made on the visual attractiveness while still offering high performance. An example of a scene like that would be this one (Scene1), made in Three.js. We are providing a basic scene (Scene2) made in Babylon.js, and the following improvements have to be made to this scene: 1) Implementing a GLSL Shader / Babylon.js Custom Material which accepts the following criteria: Terrain Texture: - Rocks: should be a procedural texture with a nice natural transition between the snow and the rock texture like in the Scene1. - Water: should be the WaterMaterial provided by Babylon.js Material library. - Snow: it is already acceptable in the Scene2, but any visual improvement is welcome. If needed, the mask image for the texture mapping can be also provided as three separated alpha mask images, one for each type of texture. Furthermore, it has to support a Dynamic Texture on top of the Terrain Texture, so that it should be possible to draw directly on the ground. An example of this would be this scene (Scene3), implemented with ShaderBuilder : The problem with this scene is that it lacks bump maps, fog and shadow effects. There should be visual consistency across the most popular browsers: Chrome, Firefox, Edge and Safari. _______________________________________________________________________________________________________________________________ If you have any questions, we're ready to answer them. Thanks!
Hello everyone, Is is possible to implement some occlusion or LOD-like mechanism for sprites in Babylon? I have a scene with a very large terrain and some forest areas represented by thousands of tree sprites. There are so many sprites that they actually affect performance. Could someone point me in the right direction? Is there a way to adapt LOD for sprites? Or could I put the camera into some kind of transparent mesh and in some way occlude the sprites behind the mesh walls?
I've been working on creating low poly tree assets for a game that I am very slowly trying to develop. I know there are various scripts for tree creation but I wanted something a little more Canadian, so I wondered what I could do with Blender and instances. So I took a look at the BJS demo of trees that uses instances. Opening the debug layer on this scene seemed to produce odd results.(see Image below). 1. As I move around the scene the number of draw calls keeps changing - the highest I get is 102, yet the total number of meshes is 107. Why does the number keep changing and why so high? 2. The debug layer indicates that there 7 textures used but looking at what the textures are indicates that four of them are the same ? These type of results I get if I use the Sandbox with my own scenes gryff sits back in his chair wondering what the forum Sherlocks are thinking cheers, gryff PS And if you "want to go down in the woods today",here is my scene with trees (2 different trees, 100 of each so 2x the BJS demo in terms of meshes). I have included some stats including drawcalls which never gets above 5 (two for each tree and 1 for the terrain).