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Everything posted by Xav

  1. Yes they work for me ! Try with these link: http://studio-ramble3d.com/robot or https://www.babylonjs.com/demos/pbrglossy/ it both uses an environment with a .dds texture.
  2. Look at this https://doc.babylonjs.com/how_to/physically_based_rendering#creating-a-dds-environment-file-from-an-hdr-image at the end and https://github.com/derkreature/IBLBaker .
  3. Xav

    Ambiani Projet

    Ok Title: Ambiani Author: Musée Alfred Danicourt
  4. Xav

    Ambiani Projet

    Hey ! The english version of the project is done http://www.ambiani.fr/
  5. Hey Deltakosh ! Here is the link of this project: http://www.studio-ramble3d.com/robot/ And you will find a little making of the same subject with the download links of the project and sources! http://www.studio-ramble3d.com/MakingOf_En.html I made a version in English tell me if there are elements badly translated. Thank you ! Happy Christmas to everyone
  6. Hey Deltakosh good remark! I absolutely have not thought about this pbroblem! As I said this project was an exercise for me. I did not ask for any authorization so it's better not to expose it! Again thanks for thinking about it ;). However I have another project in production and almost finished for the end of the year holidays: http://www.studio-ramble3d.com/robot/ No problem of rigth for this one, all came out of my imagination;). If you want I come back to you when he becomes functional ? For the pb on ios it does not come from the texture in png with oclusion, roughness and metalic in the channels rgb? Good week.
  7. Hello pichou, Yes you can handle mesh in the same way as with a .babylon file. The difference is at the Material level or unless I'm mistaken, you have to use a PBR material with these specificities! You can also use the glb format which groups the mesh and the texures in the same file.
  8. Hello, My version is : 'BJS - [09:58:44]: Babylon.js engine (v3.0) launched' title: Coffee Maker author : Studio Ramble3d. Thanks !
  9. Hello You will find solutions here I think: https://github.com/KhronosGroup/glTF-Blender-Exporter/blob/master/docs/user.md
  10. A friend has just returned to ios with saphari and he is showing this result! Rather strange?
  11. Thank you Deltakosh ! Yes with pleasure to have it on your homepage. It's good I updated the environment! It has a great influence on the quality of the reflection and the atmosphere , not easy to choose well . http://studio-ramble3d.com/tassimo/
  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. I continued my research and I also found this post which helps to understand the function: On the other side I haven't found information to adapt the uv according to the new position of vertices? var uvs = mesh.getVerticesData(BABYLON.VertexBuffer.UVKind); mesh.setVerticesData(BABYLON.VertexBuffer.UVKind, uvs); What is the relationship between a vertex position vector3 and a UV position vector2 ? Thanks
  14. Thanks You ! It's cood: https://playground.babylonjs.com/#3CZLNK#5
  15. Ok it's good https://playground.babylonjs.com/#3CZLNK#3 I changed my loop for (var i=0 ; i < nbrVertices ; i+=3){ with: for (var i=0 ; i < nbrVertices ; i++){
  16. Hi Arte Cool I think I must not be good in my code because group returns only 7 differents positions while we should have 8 ? https://playground.babylonjs.com/#3CZLNK#2
  17. Create an array with vertices that are the same coordinated in the same index for example myCubeVertices = [[all vertices with same coordinates xyz], [all vertices with same coordinates xyz], ...] ? Does this seem to me easier to visualize and manipulate?
  18. thank you Jerome I'm ok with you all 24 vertices match with nbrVertices = cube.getTotalVertices (); I follow you well on the 6 face with 4 vertices per face. There are then 6 vertices of each face that have the same coordinates. What I would like to do is group them ... like this
  19. Hi !, I'm looking at how vertices work so that I can work with and transform my mesh later. For that I started with a simple box to find the order and give a number on the vertices group. Can someone explain to me why numbers 3 and 7 are in the same place? https://playground.babylonjs.com/#3CZLNK Thank you !
  20. Hello, You'll need mesh.boundingBox.isPickable = false, but I do not think it's available. You can cheat by folding a box set it in wireframe and you can deactivate the property box.isPickable = false? I do not know if that can help you? Good luck in your search.
  21. Hi ! I think I have fixed the problem: Ligne 52 with this condition if (EndAlpha - StartAlpha > Math.PI){ EndAlpha = EndAlpha - (Math.PI*2); } http://www.babylonjs-playground.com/#XCGI1K#11 Thank you for putting me on the right path
  22. Thank you for your time. I will take the time to look at this to find the solution. Good luck and thank you again
  23. Hello Wingnut thank you for your help. I simplified the playground: http://www.babylonjs-playground.com/#XCGI1K#7 There are now only two cubes. A blue and a yellow. When we click on everything works (until everything is fine;). The problem is that after several clicks in transition the camera makes a complete turn on itself? The problem would not it that the camera returns an angle of 6.2831853072 rad for 360 ° at a time whereas finally one does only half turn of 3.1415926536 rad for 180 °? Is there not a tool to normalize the angle of rotation so that it takes the shortest path rather than making a complete turn? I hope to be clear enough in my explanation because you have to click several times to see the bug and the camera that runs a lot too. Thank you.
  24. Hi! I'm having a problem with my camera alignment on the alpha axis. I would like that when I click on a box my camera is aligned in the axis. It works on small variation of rotation but if I pass on rotations higher than about 180 ° on my dome my camera makes a complete turn on itself and aligns itself. Would anyone have a solution to fix the problem. I probably do not use the good method I put you a playground with my code used: http://www.babylonjs-playground.com/#XCGI1K Thank you!