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Rodrix3

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About Rodrix3

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  1. WOWW!!!! impressive Thanks so much @V!nc3r. Can't wait to see the English article. I am out on a huge ton of loadwork unrelated to 3d, but will get back to all of you soon. Can't wait to resume all 3d projects.. and can't wait to read your tutorial in English. What you made is impressive! Thank you so much!!!
  2. Hey guys! I've been extremely busy with other non-3d urgent projects that unexpectedly got into the way. Hopefully, I will be able to plunge again into the loved 3d world in the next two weeks or so - as soon as the urgent project is done - and I will resume this mergeMeshes implementation and share my discoveries of optimization
  3. AMAZING @V!nc3r ! Thanks so much for putting so much time into this Vince, very looking forward to the tutorial
  4. RTX2080 ti... Should I buy it? In other words.. how far are we from implementing any live ray tracing features for BabylonJS, to take advantage of the new RTX cards that will be launched next month by Nvidia? For the uninformed: hot news. Nvidia is launching a new technology that will change graphics as we know them today. Shadows and lighting will become hyper realistic. The announcement from Nvidia is fresh: hours! ..it would be sooo cool if we could support any of this in BabylonJS! Imagine the possibilities!
  5. Awesome Let me get into it. Before I do the PR I am doing tests on my side to make the code more robust. @Deltakosh, I need one thing: how can I get the unique indentifier of a material? Not the material name, but a string or number that can be used to uniquely identify this material. Does there exist such thing? material.id is unique? (If not, not a problem I can handle this otherwise) UPDATE: I have run into a much more important issue. There seems to be a bug with BABYLON.Mesh.MergeMeshes() function when the meshes to merge have more than 65536 vertices (even though
  6. Thanks @Deltakosh for the reply. Yes! I see you have something similar and that you and @Sebavan are the main contributors on the mesh merging optimization. Good! Too bad I missed it.. However, I also see that currently implemented code at Scene Optimizer passed does not implement multi material as further optimization, as I did on my quick proof of concept function. Using a multi-material reduces the mesh count, which could lead to a performance increase. Don't you think it would be a nice addition to merge all merged meshes into one single multi-material (or several
  7. Thanks so much @klaude! I appreciate it.Could I ask you one more thing please? Could you please post your code into a working playground so I can see it in action and fully understand it (or into a codepen if you need to make further adjustments?) I would really appreciate it. Thanks!
  8. I am done. Result => SUCCESS @Deltakosh I think you will enjoy this (and you may also share it with the guys working on Scene Optimizer, or optimization on Babylon, and tag them - I haven't met everyone yet - if you find this interesting .. which I hope you do!). I have created a function called optimizeSceneByMergingMeshesAutomatically(scene) which you can see at the top of the playground, which analysis all the meshes on scene and automatically: merges all meshes with the same material. merges all merge of meshes with same material, into one big multi material
  9. Hi guys I will be spending the next few hours (attempting to) creating a code snippet that optimizes meshes, by doing automatic merging. My objective is to: 1) Automatically identify meshes that share same materials, and merge them into a single mesh. 2) Merge all meshes that don't share material into one single mesh all meshes, by using submeshes and multimaterial, automatically. The idea is to have an automatic optimization based I have spent a long time researching on forum and reading docs. However, if something like this has already been done, and I did
  10. Thanks a lot! I really appreciate it Should I play with focusDistance and Focal length and leave fStop intact? (I have no idea what is fStop..) @brianzinn To be able to get blurry on near and sharp on far I am looking for a small number on focal length and a big number on focal distance, correct? Thanks
  11. I am glad I helped! I struggled myself and a lot with this issue until I discovered how to fix it! Success on your project
  12. Hi guys! The initial code posted and ccapture was from my thread. @klaude have you used ccapture or the playground I posted? I wasn't able to fully port ccapture into Babylon and test to be able to specify the target fps and be in sync. Were you finally successful? and if so can you please share your PG? @Deltakosh and @Sebavan does the solution in implementation allow recording to mp4/ webm/ or photo frames in a constant fps without lost frames? I am interested in recording high quality video. With ThreeJs and ccapture library I was able to render at 4K at 60fps
  13. I am trying to use the dof postprocess which has the following parameters: pipeline.depthOfField.focusDistance pipeline.depthOfField.focalLength pipeline.depthOfField.fStop My scene is about 1000 units long and I would like to have all near objects in blur, and all distance objects completely sharp (bokeh effect). I tried many combinations of parameters, but unfortunately none render the result I want; and since I have zero knowledge on professional photography I would love to have some help! Could anyone advise me or at least explain how those parameters work (on
  14. I believe I am familiar with this problem. Manually open your GLTF file and set "alphaMode":"OPAQUE" (search for alphaMode and set to that value) That should fix the issue. If you are exporting from 3ds Studio Max ensure that your textures are not using alpha mode which is set automatically every time you load a png, even if it has no transparency. Hope it helps
  15. I am really confused about: pipeline = new BABYLON.DefaultRenderingPipeline(...) VS pipeline = new BABYLON.StandardRenderingPipeline(...) VS postProcess = new BABYLON.ImageProcessingPostProcess(..) To me all of them are post processing. So I don't understand.. When should I use each? Can I combine all three together? I see that the standard has things that the default pipeline doesn't have. I also see that the standard is "no longer mantained" but it has awesome features like volumetric light, dirt camera, adaptive HDR. How am I supposed to do all that w
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