Dal

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  1. Like
    Dal reacted to NasimiAsl in Morph geometry And Character Actions without Bone In ShaderBuilder   
    hi
    flow this topic if you want make dynamic character reaction 
    i start with simple actions and we can manage all we need
    Benefits
    All Process in GPU and you can control that with send a little parameters
    About Your Size : you just need a few more Textures
    you can define unlimited parts for manage
    Disadvantages :
    You can not have correct Collision in CPU
    take Time To Make Color full Parts and work with 2d Texture on UV map
    you need some helpers point for manage rotate parts
    need a little more mathematical
    no documentation for yet( right now it is on process i make samples in PG and write a documentation ) 
     
    anyway :
    http://www.babylonjs-playground.com/#1MKCIY#0
    http://www.babylonjs-playground.com/#1MKCIY#1
    http://www.babylonjs-playground.com/#1MKCIY#2
    http://www.babylonjs-playground.com/#1MKCIY#3
    http://www.babylonjs-playground.com/#1MKCIY#4
     
    3d Model in here http://tf3dm.com/3d-model/puo-90513.html (thanks for @ 3dregenerator )
    move to BABYLONX : http://www.babylonjs-playground.com/#1TYWYB#35
     
  2. Like
    Dal got a reaction from aWeirdo in Voxel terrain   
    A little update... I've implemented Dual Contouring now, and it can do shape intersections to create tunnels and such. Still needs a lot of work though. I can't believe I have been working a month on this already lol.

  3. Like
    Dal got a reaction from Wingnut in Voxel terrain   
    A little update... I've implemented Dual Contouring now, and it can do shape intersections to create tunnels and such. Still needs a lot of work though. I can't believe I have been working a month on this already lol.

  4. Like
    Dal got a reaction from jerome in Voxel terrain   
    A little update... I've implemented Dual Contouring now, and it can do shape intersections to create tunnels and such. Still needs a lot of work though. I can't believe I have been working a month on this already lol.

  5. Like
    Dal reacted to Luaacro in Babylon.js Editor   
    Hello the awesome community !
    I have the pleasure to announce the existance of the Babylon.js Editor !
    This Editor is now online in version 0.8 and reachable at http://editor.babylonjs.com/
    The github repository can be found here: https://github.com/BabylonJS/Editor
    To summarize, this editor is the optionnal final stage for artists (and developers) in Babylon.js scene designs.
    Presentation
    A complete presentation of the editor with demos is available in this article: https://medium.com/babylon-js/welcome-to-the-babylon-js-editor-c08dccdcec07#.yih2f6fxw
    Simply drag'n'drop a Babylon.js scene and make it more awesome using the editor
    The complete documentation will be soon available at doc.babylonjs.com
    Special Thanks
    A special thank to @Supermitch that helped me to animate the demo scene (below) and to be the first beta tester of the editor !
    Also to the community and the team ( @Deltakosh  @davrous ) that make this framework AWESOME !
    Demo made with the Babylon.js Editor
    A demo was built especially to promote the editor. It used 3ds Max (to build geometries and animate camera) , and the editor to polish the scene (animate colors, particle systems, sky, etc.).
    This demo will soon be available in the Babylon.js home page
    The video is available here: 
    Demo using the editor
    A demo using the editor is available here:
    Conclusion
    All the informations about the editor are available in the previous article, from how to use to what is supported, including next updates.
    By hoping you'll get a nice exprience
    Luaacro
  6. Like
    Dal got a reaction from Deltakosh in Voxel terrain   
    A little update... I've implemented Dual Contouring now, and it can do shape intersections to create tunnels and such. Still needs a lot of work though. I can't believe I have been working a month on this already lol.

  7. Like
    Dal reacted to RalphEl in Will there ever be animation blending or transitions ? Would be great to have that breaking change :D   
    Skeletal blending I did for Babylon,,,, -->Preview
    ****transitions has never been easyer
     
  8. Like
    Dal reacted to RaananW in The new Physics Engine architecture   
    So!
    I don't know how many of you have noticed the commit from yesterday, but Babylon's physics engine has a new architecture.
    There is now a physics impostor class that will be your one-stop-shop for all physics needs. Applying impulse, force, changing velocity, everything is there. There is also a way to register callbacks to be called before and after the physics step and when the mesh collides against other meshes.
    Those API might change a bit until 2.4 is officially out, but get used to the new architecture!
    What's new? A lot!
    A short list (before I finish writing the full documentation and tutorials):
    Dedicated PhysicsImpostor for each mesh, dedicated PhysicsJoint for each joint/constraint New Joint-System - Is is now possible to add many kinds of links (depends on the underlying physics plugin) - A Distance Joint, A Hinge, a Ball-And-Socket and more. Documentation is being written  But just to get people interested - @Wingnut, you might find this a lot of fun - http://www.babylonjs-playground.com/#1ND6TH  Physics plugin is mainly transparent - changing from cannon to oimo (and soon to the new energy engine) should simply work. Try it in the last playground example.  Having said that - there is a way to execute native cannon/oimo code in a very simple way New callback mechanism for before and after the physics step AND when an impostor collides against a specific impostor. Two-Way transformation update - No need to execute updatePhysicsBody[Position]() - physics rotation and position is automatically updated. A way to recreate the body, in case parameters like the scale has changed. Physics Plugins rebuilt with performance adjustments.  Set Velocity Apply Force And many many other little things For those who want to see what was done under the hood, the PR is here - https://github.com/BabylonJS/Babylon.js/pull/983
    Fell free to ask questions, and please wait patiently for the documentation that will arrive soon. (Or "sooner or later").
    There are a lot of things on my TODO list to add to this engine (Spring objects, Physics-Particle-System, further joints and constraints and more), but this is step 1. And it is finally done
    Enjoy physics!
     
  9. Like
    Dal got a reaction from iiceman in Voxel terrain   
    Just a little preview of something I am working on... an infinite deformable voxel terrain.
    Still lots to fix for now though... I need to move the noise processing into a web worker which I'm finding tricky and for some reason the part of the terrain that starts behind the camera seems to be in eternal darkness  
    It does run at 60fps and 4k resolution on my machine, but it has some nasty slowdowns when loading new chunks and my guess is it won't run too well on slow machines yet.
    I am also struggling to get nice shadows on the terrain... I guess we need CSM to do this properly because the terrain is so large. 

  10. Like
    Dal got a reaction from Wingnut in Voxel terrain   
    It works in much the same way as the minecraft-style cube voxels, but instead of just drawing triangles to represent the faces of each cube (each square face being made up of 2 right-angled triangles) it instead uses a clever formula to work out how much of the surface passes through the cube and draws only the polygons for the point where we cross from air to solid.  This blog explains it better than I ever could: http://0fps.net/2012/07/12/smooth-voxel-terrain-part-2/
    I'm no mathematician - I didn't invent the system, I just did some research into the different methods and read some papers, and I found Mikola Lysenko's nice blog. He presents his own method (so its not patented) and some  MIT licensed sample code there in javascript which I've modified and integrated with BABYLON.
    The terrain painting is done using the triplanar shader from the Babylon materials library, although I am having issues with it painting the area that starts behind the camera in complete blackness... I haven't yet figured out what causes that.
    This currently uses perlin noise to generate the terrain and it is chunked, so it's fully infinite,
     
    Things on my todo list for this ( they might not all happen)
    - Better noise (more natural terrain)
    - Collision and picking - In theory this might already work, as I've extended GroundMesh but I need to check it.
    - Editing (digging holes, raise, lower, flattening, maybe some erosion tools)
    - Heightmap loading - I'd like to be able to use a heightmap as well as noise to get a more natural look.
    - Moving the loading of new chunks to a worker thread (already partly done)
    - Better material... I might need a more advanced triplanar shader. 
    - Biomes - I'd like to be able to have grassland, snow, desert etc. regions that blend together.
    - Saving - I want to be able to save the edits to the terrain so that the world is persistent. 
     
    Things I am hoping others will work on to make this look good in the end:
    - CSM shadows
    - Better outdoor lighting..  maybe some sort of global illumination
    - Better SSAO - the current one causes a textile effect and is VERY slow. I think @Luaacro is planning something for that.
    - Better other post effects. Most of the ones we have seem to be unacceptably slow in large open world scenes. I'm hoping we'll see speed improvements as the engine matures and people can implement more advanced post shaders in the longer term now that we can use WebGL 2.0 features.
  11. Like
    Dal reacted to Matt Duffield in EBook BabylonJS on OpenClassrooms (in FR and English)   
    For any of you that is interested, I used Google Translate and created a document from the site.  I had to do quite a bit of formatting due to grabbing this from the web but I thought others might enjoy reading it more as a PDF.  
    Thanks again Dad72 for putting such great work in this. Attached is the English version.  Also, I hope you don't mind me creating this.
     
  12. Like
    Dal got a reaction from Wingnut in Voxel terrain   
    Just a little preview of something I am working on... an infinite deformable voxel terrain.
    Still lots to fix for now though... I need to move the noise processing into a web worker which I'm finding tricky and for some reason the part of the terrain that starts behind the camera seems to be in eternal darkness  
    It does run at 60fps and 4k resolution on my machine, but it has some nasty slowdowns when loading new chunks and my guess is it won't run too well on slow machines yet.
    I am also struggling to get nice shadows on the terrain... I guess we need CSM to do this properly because the terrain is so large. 

  13. Like
    Dal reacted to amarneethi in (WIP) Demo of my upcoming site   
    Hi All,
    I'm a web/graphic designer and an a hobbyist developer from India. It's been a couple of weeks since I started with BabylonJs. I was looking for different 3D frameworks for my pet project and stumbled upon babylonjs. Initially I was amazed by the demos/projects made using threejs, but I read somewhere that there is an exporter for Blender for Babylonjs and it caught my attention. Blender is my favourite 3d package, I have used Max and Maya a fair amount but Blender still stands out (I'm biased towards open source ). You can take a look at a video I made using Blender some three years ago not so much but something. Coming back to the project, it is in it's final stages. The idea is to have a collection of vintage items. Initially there will be 6 items(Coffee Maker, Television, Radio, BubbleGum Machine, Telephone, Typewriter) and models will be added on regular intervals.  People can view the models and there will be a link to read more about them online and they can download a wallpaper of the item in different resolutions. I have all the functionalities working including a function where they will be able to apply instagram like filters to the scene/model and download that as a wallpaper.  
    http://retrodemo.artntechasone.com/
    This is the demo link, please do not share the link outside of the forum as it will be taken down once it is hosted in the main site. The main site will be retrocurator.com
    I'm kinda stuck now, you can find the close to final design of the site in the attached image. I need help from somebody who can populate a couple of ui elements in the sample source that I have attached. I tried to add it myself with no luck, right now the camera goes far outside the scene and shows weird stuff as soon as I add the GUI.
    Apparently threejs also has a Blender exporter. I think the Universe led me here. Lol. Cheers.

    production.zip
  14. Like
    Dal reacted to Deltakosh in Realtime PBR: Glass, metal & wood   
    We can generate a cubemap with reflection probe: http://doc.babylonjs.com/tutorials/How_to_use_Reflection_probes
  15. Like
    Dal got a reaction from adam in Voxel terrain   
    Just a little preview of something I am working on... an infinite deformable voxel terrain.
    Still lots to fix for now though... I need to move the noise processing into a web worker which I'm finding tricky and for some reason the part of the terrain that starts behind the camera seems to be in eternal darkness  
    It does run at 60fps and 4k resolution on my machine, but it has some nasty slowdowns when loading new chunks and my guess is it won't run too well on slow machines yet.
    I am also struggling to get nice shadows on the terrain... I guess we need CSM to do this properly because the terrain is so large. 

  16. Like
    Dal got a reaction from adam in Voxel terrain   
    Soon! Right now I have implemented workers, but the terrain is loading multiple times because the rest of my code isn't thread safe

    @Deltakosh Any idea how long before we can have CSM shadows? Maybe it could be something worked on for 2.4? 
  17. Like
    Dal got a reaction from Wingnut in Realtime PBR: Glass, metal & wood   
    I couldn't resist making a couple of new ones
    http://www.babylonjs-playground.com/#IAZTI#4
  18. Like
    Dal reacted to davrous in Realtime PBR: Glass, metal & wood   
    Excellent! I've twitted it
     
  19. Like
    Dal got a reaction from davrous in Realtime PBR: Glass, metal & wood   
    I couldn't resist making a couple of new ones
    http://www.babylonjs-playground.com/#IAZTI#4
  20. Like
    Dal got a reaction from Dad72 in EBook BabylonJS on OpenClassrooms (in FR and English)   
    This is awesome! That must have taken a lot of work.
    I have tried with Google Translate and it does a very good job. I think it would be OK for you to upload an English version and just trust Google Translate.
  21. Like
    Dal reacted to Dad72 in EBook BabylonJS on OpenClassrooms (in FR and English)   
    Bonjour,
    J'ai terminer d’écrire et de corriger mon petit livre "gratuit" sur openClassrooms qui est en Français. Il est complet et traite le plus de chose possible en détaille. N’hésitez pas à ajouter des commentaire en pied de page sur le sommaire du livre.
    Je peut à tout moment faire évoluer le livre avec les nouvelles versions de Babylon
    Je vous souhaite une bonne lecture
    Le lien: https://openclassrooms.com/courses/2819236?status=waiting-for-publication
    <ENG>
    Hello,
    I finish writing and correcting my little book 'Free' on openClassrooms who is in French (You can try to translate it with Google). It is complete and addresses with the most possible thing in detail. Feel free to add comments in the footer page on the summary of the book.
    I may at any time to evolve the book with the new versions of Babylon
    I wish you a good reading
    Also english version in pdf: https://openclassrooms.com/courses/2819236?status=waiting-for-publication 
    </ENG>
  22. Like
    Dal reacted to davrous in Sponza with real-time dynamic shadow   
    Hi lovely community,
     The babylon.js is back with a great new feature demo. To continue the series, here is the same Sponza Scene tuned by Michel Rousseau again to use our updated real-time shadows engine using dynamic cubemaps: http://babylonjs.com/demos/SponzaDynamicShadows/ . I don't know about you but we think the result is awesome! :-D
     Feel free to share with URL, it’s Facebook & Twitter ready (we're using the appropriate meta tags).
     
     @Deltakosh will publish soon a cool article about this new real-time shadows engine that shipped with our 2.3.
     
     
    Cheers,
    David

  23. Like
    Dal reacted to Deltakosh in Sponza with real-time dynamic shadow   
    Here is the article: https://blogs.msdn.microsoft.com/eternalcoding/2016/02/09/going-further-with-babylon-js-2-3-advanced-features/
  24. Like
    Dal reacted to JCPalmer in Blender exporter 4.4   
    A small release of the Blender exporter has occurred.  It now supports saving textures in a sub-directory from the main file.  The sub-directory path MUST exist, or the export will terminate without writing anything besides the very short log file.  The image in the documentation shows writing textures to the sub-directory 'materials/desktop'.  For windows use '\' instead of '/'
    FYI, version 4.3 only existed on Tower of Babel.  Typescript output was dropped for a .d.ts, which always written instead.

  25. Like
    Dal reacted to Deltakosh in 2.3   
    Major updates Sponza demo Support for procedural cube textures Demo here (deltakosh) New UniversalCamera which support keyboard, mouse, touch and gamepad (davrous) Point lights shadow mapping. Demo here (deltakosh) Introducing Materials Library (deltakosh) Water material: http://doc.babylonjs.com/extensions/Water. Demo here (julien-moreau) Fire material: http://doc.babylonjs.com/extensions/fire. Demo here (julien-moreau) Normal material: http://doc.babylonjs.com/extensions/normal (temechon) Lava Material: http://doc.babylonjs.com/extensions/lava (temechon) PBR Material: http://doc.babylonjs.com/extensions/pbr (deltakosh) Fur Material: http://doc.babylonjs.com/extensions/Fur. Demo here (julien-moreau) Introducing Procedural textures Library (meulta New cache mechanism for StandardMaterial (deltakosh) New Solid Particle System Demo here (jerome) New StandardMaterial.lightmapTexture which can be controlled withStandardMaterial.useLightmapAsShadowMap (deltakosh) Support for reflection probes. See documentation here (deltakosh) New serializers folder to host .babylon serializers (deltakosh) New .obj serializer (BitOfGold) Sprites now can be picked and can use actions (deltakosh) New Mesh.CreatePolyhedron() method (jerome) New Mesh.CreateIcoSphere() method Demo here (G'kar) Introducing babylon.core.js (deltakosh) Introducing AnimationRanges for Skeletons and Animations (deltakosh) Added parsing / serialization, copying between similar skeletons & better deletion (Palmer-JC) Expanded AnimationRanges for Nodes (Mesh, Lights, Cameras) (Palmer-JC) Support for added to Blender Exporter (Palmer-JC) Support for glTF files loader (julien-moreau) Updates Audio files are now saved for offline access (davrous) New CubeTexture.CreateFromImages() (deltakosh) Bounding info can be locked and updated (bb.isLocked and bb.update()) (deltakosh) 2D layers now have a scale and offset properties (deltakosh) TouchCamera can now fallback to regular mouse/keyboard controls (deltakosh) Added ability to skip current prepared Action to next active Action (chained by Action.then(Action)) (vouskprod) Added new event triggers ActionManager.OnLongPressTrigger andActionManager.OnPickDownTrigger (vouskprod) new Mesh.convertToUnIndexedMesh() to create meshes with no indices (which could be faster when vertex reuse is low and vertex structure is small) (deltakosh) Unity3D exporter will recognise instances of prefabs (ozRocker) New parse mechanism (for loading .babylon file) (deltakosh) New button to log the camera position in the debug layer (temechon) Shader files (fragment and vertex) can now be specified via direct URL (vouskprod) Added Animatable.goToFrame() (deltakosh) Fixed behavior or Animation.CreateAndStartAnimation and addedAnimation.CreateMergeAndStartAnimation to reproduce previous behavior (deltakosh) Adding StandardMaterial.linkEmissiveWithDiffuse to, well, link emissive with diffuse value. (With)[http://www.babylonjs-playground.com/#2FPUCS#2] and (without)http://www.babylonjs-playground.com/#2FPUCS#1 Adding support for equi-rectangular mapping. See demo here (deltakosh) Sprites and particles scheduler updated to be resolved before transparent objects (deltakosh) Added ability to deactivate ArcRotateCamera panning mechanism (by setting panningSensibility to 0) (vouskprod) Added DirectionalLight.autoUpdateExtends to prevent directional lights to adapt to scene extends (deltakosh) Added a new parameter to debugLayer.show() to define root element to use (deltakosh) New MeshBuilder class used to create all kind of mesh shapes (deltakosh) Added Scene.constantlyUpdateMeshUnderPointer to improve performance when moving mouse (deltakosh) Added StandardMaterial.disableLighting (deltakosh) Improved reflection shader performance (deltakosh) New Material.sideOrientation property to define clockwise or counter-clockwise faces selection. Demo here (deltakosh) It is now possible to create a custom loading screen. PR (RaananW) Per face color and texture feature in MeshBuilder.CreateCylinder() (jerome) Arc feature in CreateCylinder, CreateSphere, CreateTube, CreateDisc and CreateLathe(jerome) Slice feature in MeshBuilder.CreateSphere() (jerome) closed parameter in MeshBuilder.CreateLathe() (jerome) cap parameter in MeshBuilder.CreateLathe() (jerome) diameter, hasRings, enclose parameters in MeshBuilder.CreateCreateCylinder() (jerome) added getNormalAtCoordinates() and getNormalAtCoordinatesToRef() methods inMeshBuilder.CreateLathe() (jerome) Material.dispose() now removes disposed material from meshes (deltakosh) New Material.getBindedMeshes() function (deltakosh) OimoJS Plugin now uses Quaternions exclusively and calculates body rotations correctly. PR(RaananW) It is now possible to get the physics engine's body and wolrd objects using the physics engine.PR (RaananW) new Heightmap Impostor for Cannon.js physics engine. PR, Demo (RaananW) A plane mesh can be created with a source plane (math). PR (RaananW) AbstractMesh.onPhysicsCollide will be triggered when a physics-enabled mesh collides against another. PR (RaananW) Added scene onPointerMove public callback. PR (RaananW) Added streaming support for BABYLON.Sound (davrous) Added collisionsEnabled and workerCollisions for serialization PR (Dad72) Changed from a fixed maximum of bone influencers, 4, to variable, 1-8 (Palmer-JC) Support for added to Blender Exporter (Palmer-JC) Float32Arrays can now directly be specified for vertex data attributes,Mesh.updateVerticesDataDirectly deprecated (Palmer-JC) Added panning axis to the ArcRotateCamera PR (mstdokumaci, RaananW) Added Tmp class for internal use in order to improvement the memory management, jerome) Added Scene.swithActiveCamera(newCamera, attachControl) to go from one camera active to another. (dad72) PR Bug fixes Fixed IDB for offline support (davrous) Fixed a bug with spherical mapping (deltakosh) Fixed a bug with clone and createInstance which was forcing the recomputation of bounding boxes (deltakosh) Fixed a bug with CSG when submeshes are kept (deltakosh) Fixed a bug with texture coordinates matrices (deltakosh) Fixed Sphere texture coordinates generation (deltakosh) Fixed a bug with Mesh.attachToBone when bone's matrix has a negative determinant (deltakosh) Fixed a possible but with the active camera while taking a screenshot. PR (RaananW) Fixed a bug with worker-collisions and instances. PR (RaananW) Fixed a bug with removed meshes and geometries from the worker-cache. PR (RaananW) Fixed getHeightAtCoordinates() : brand new ultra fast algorithm, can be used for many objects at once in the render loop now (jerome) Fixed closePath and closeArray ribbon parameter now working back together (jerome) Fixed morphing on capped tubes (jerome) Fixed morphing on extruded shapes (jerome) Fixed tube and extruded shape cap light artifact (jerome) Fixed lathe light artifact with dedicated new geometry (jerome) Fixed a bug calculating velocity during collision with gravity enabled. PR (RaananW) Fixed a bug in instance serialization. PR (RaananW) Fixed a memory leak with textures (deltakosh) Breaking changes ActionManager.OnPickTrigger now acts as a single click/tap and is not raised on drag or swipe anymore. To get the old behavior, ActionManager.OnPickDownTrigger should be used instead (vouskprod) VertexData.CreateCylinder() now supports only the single options parameter (jerome) VertexData.CreateRibbon() now supports only the single options parameter (jerome) VertexData.CreateBox() now supports only the single options parameter (jerome) VertexData.CreateSphere) now supports only the single options parameter (jerome) VertexData.CreateTorus() now supports only the single options parameter (jerome) VertexData.CreateTorusKnot() now supports only the single options parameter (jerome) VertexData.CreatePlane() now supports only the single options parameter (jerome) VertexData.CreateDisc() now supports only the single options parameter (jerome) VertexData.CreateLines() now supports only the single options parameter (jerome) VertexData.CreateDashedLines() now supports only the single options parameter (jerome) VertexData.CreateGround() now supports only the single options parameter (jerome) VertexData.CreateTiledGround() now supports only the single options parameter (jerome) VertexData.CreateGroundFromHeightMap() now supports only the single options parameter (deltakosh) Tools.IsExponantOfTwo() renamed to Tools.IsExponentOfTwo() (deltakosh) Tools.GetExponantOfTwo() renamed to Tools.GetExponentOfTwo() (deltakosh) Updated Cannon.js plugin to the newest version (0.6.2). New cannon.js must be used. PR(RaananW)