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About Rolento

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  1. Hi @NasimiAsl Awesome, your guidance has been A++++. I need a few days to go over the content you provided and get my head into the domain of shader code, but this looks pretty amazing. A question I was going to ask was how do I make the texture transition regions (joins) appear non straight (i.e. random / more natural). However, looking at some of the posts above I can see similar effects to what I am wanting have been illustrated. So once again I just need some time to digest what has been said. Thank you for your help on this topic, you have been a great help!
  2. Hi @NasimiAsl Wow! The solution you provided is exactly what I am trying to acheive. Looking at the code, its is pretty amazing to see that you have been able to implement the solution in just a few lines! Would you be so kind to answer a few more questions? 1) Looking at your code I have "tried" to understand what it is doing but I have to admit I am lost. Could you possibly add some comments to your code that explain what each line is doing? Also, if there is a website that you could recommend to enable me to learn more about how to use the ShaderBuilder library that would be
  3. Hi @dbawel Sorry for the delayed reply, work keeps jumping in the way of me getting my teeth into BabylonJS at the moment *sigh*. Thanks for your guidance, from my perspective I need a little hand holding because some of these concepts you proposed are unknown to me. My biggest challenge at the moment is finding examples that illustrate the basics - then I can proceed to start building out my solution. If you are aware of any tutorials/samples that explain the concepts you are proposing I should adopt then I would really appreciate if you could share. At the moment I am tryin
  4. Hi All I have been exploring multimaterial texturing today and its great. However... I have encountered an issue that I can see no obvious solution to. What I am wanting to do is have "smooth" blended transitions between each of the multi-textures that are applied to the shape. Provided below is the 3D scene I have created which has the multimaterial textures applied: http://www.babylonjs-playground.com/#RF9W9#479 As you can see there are two textures that are being alternated across the face of the 3D model - each transition is a "hard" transition whereby there is no blendin
  5. Hi @gryff Sorry for the delayed reply, I have been off the scene recently (too much work - grr). Thanks for your pointers/advice, the approaches you have provided will help my get what I need done. Much appreciated!
  6. Hi @gryff Thanks for the reference sites and advice. I will have a play and see what works best for me. By the sounds of it the Blender decimator is not too hot, and it seems I would be better off using another solution like MeshLab. Anyway, I will give both options a try. Thanks.
  7. Hi @8Observer8 The example you provided is useful, it neatly shows how a simple scene can be put together using an imported model and texture file. I guess one of the challenges I have is that the models I am importing will be complex (i.e. have many subset meshes which require different materials to be assigned). So, I need to experiment with code/processes that help me achieve that. I think with the help I have received thus far I should be in good shape. Fingers crossed...
  8. Hi @gryff Thanks for the clarification regarding how materials are assigned to a shape - the process is now a lot clearer in my mind. Regarding decimation of models, I will take a look at MeshLab because my challenge is that I am being provided with high fidelity models that frequently exceed the 64k limit. So I need to decimate them so I can use them as desired. So thanks again for pointing me in the right direction (btw - I did not even know Blender had a decimation tool so I will play with that too).
  9. DOH! Yep that fixed it! Deltakosh you are.... a super star! Thanks for this enhancement (im sure others will love this too).
  10. Hi Deltakosh Awesome!!!!! But... I have a problem (I think) - when I click on the PG link for some reason the rendered scene does not seem to have the displacement map applied correctly (i.e. it looks stretched as per the original PG I posted). Would I be correct in assuming that the PG is not referencing the latest source code as contained within the GIT repo?
  11. Hi David Thank you for the information, I will check out the references and try and knock something together. This is exactly the kind of guidance I was looking for, so thanks again!
  12. Hi All I am trying to import a 3D model (created in Blender or 3D Studio Max) and I am also wanting to have all materials imported and applied to the 3D model too. So in essence I want to do the following: 1) design model in 3D Studio Max (create mesh and apply all textures to subset meshes at design time) 2) export 3D Studio Max model and convert to Babylon model (both mesh and textures materials included in exported file) 3) create a simple playground script that loads the exported model (and meshes) from step 2, then render them in a 3D scene I have searched the fo
  13. Hi All I am experimenting with displacement mapping and have had a degree of success, but have encountered some issues that the community might be able to help with. Looking at the <shape>.applyDisplacementMap() function it can be seen that it does not support the ability to control how a displacement map texture is applied to the shape. Therefore, if you create a complex 3D model that requires greater control over how the displacement map is applied (i.e. tiled) to it then unfortunately you will encounter problems. I started out by creating a 3D model and then applying t
  14. Hi @jerome Thanks for the research and summary of the problem. The workaround you suggest is quick and easy to implement, perfect.
  15. @aWeirdo The alternative solution you provided works perfectly for me (Internet Explorer & Firefox). http://www.babylonjs-playground.com/#18KHF6#10 However, a friend of mine using a MAC (Safari) discovered that the system crashes (well the 3D objects vanish from the scene) when he moves the mouse on to the canvas region. Unfortunately I dont have a MAC so I cant debug this - does anyone else see this problem?
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