Sophie C

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  1. Oh my goodness that's dumb of me! Well, I'm glad that it was just a simple error on my part, that's a lot more fixable. Thank you for the quick reply, I think this post is solved!
  2. I'm using the alpha, and the shadow-only is the add-on. At least, just adding a hemi to the sample in playground will cause the shadow-only material to completely fail. Here's a playground (if I'm doing this correctly): The hemilight I was using to sub in for an ambient light, which I don't think exists in Babylon? I guess it's not as necessary because there's an ambient color for the scene but I'm just curious what's happening.
  3. Thank you so much for the reply! Let me elaborate: I have been using directional lights to create shadows; the problem is that the mere presence of the hemilight is completely messing up the shadow-only material. When the hemi is there, shadows don't show up. The presence of the hemi is not affecting the shadow generator's ability to create shadows, however, because shadows still occur on the regular materials. Cute scene, nevertheless!
  4. This may be a dumb typo error, but I'm asking just in case it's something truly weird. I want to utilize the Shadow-Only material, but it's not showing its effects. To clarify, using a default sphere and a directional light, I'm casting shadows on a plane. The shadows show on a non-Shadow-Only material, but once Shadow-Only is activated, the shadows disappear. (as exemplified by "testscene.js") (Efforts to work from the sample playground have been weird. While I got the sample to work by downloading it, it will no longer load my obj files. Either problem is fine, I just want to know what I'm doing wrong, or what's happening. (as exemplified by "index.html")) EDIT: I realised it has something to do with my hemispheric light, but I don't know why that is. I'd really quite prefer if I kept it, so if there are any explanations I'd be happy to hear it! index.html testscene.js
  5. Reporting back on the results for your ease of mind: I believe the problem is resolved! Thank you all for the guidance, it seems I needed to read up much more on lights than I previously thought. The main problem was a misunderstanding on what the material settings meant; I guess I've been spoiled by various presets. Nevertheless, the experience was very educational. Through various trial and error tweaking sessions my scene is finally lit well enough for my standards! Thank you so much for the help!!
  6. Thank you for replying! I am doing dynamic lighting, so unfortunately I can't do anything about baking the scene. Could I ask for some tips to brighten the texture up, then? Playing with the diffuseColor and parameters seem to have little effect on the problem at hand, so I am at a slight loss of what to tweak. Ideally I had a scene that was lit quite well in three.js; I'd like to replicate that effect here. What are the differences between three.js and Babylon lighting/texture wise?
  7. Sorry to revisit this topic again so soon, but I really wanted to clarify some things. While perhaps the basic texture lightness is again, a possible issue, further testing has made me think that my files are not to blame here. Or at least, I'm turning to the forum to ask if that is indeed the case. Below is a comparison of Blender's viewport (left) and Babylon sandbox (right) of the same model/texture. The blender version has a default hemi-light for better viewing purposes. We can ignore the specular highlight for now; I assume it's not part of the problem. As is shown above, Babylon's lighting (I'm assuming what would be considered a normal intensity light) doesn't illuminate the object as well as blender. Compared to the default Babylon sphere, it's definitely at least the same shade whereas it should be pretty white, assuming the default Babylon sphere is grey. This results in a disparity between my expected Blender render and what happens in Babylon. Rather than brightening my lights accordingly (and rendering any Babylon generated objects into a white blob) I want to understand where the problem lies. This is just an example file; other models are showing the same result (even .babylon files). Here are the model files: 4.obj 4.mtl
  8. Thank you for taking the time to look at my newbie problem, actually!
  9. Oh, sorry for the late reply! Unfortunately I didn't work with blend files for that, but I have a very similar case here: (It's in Dropbox because it's too large to upload here.) Same deal: mixamo character with mixamo animation.
  10. Thank you so much, the advice fixed it! (The body was scaled 0.10x.) I guess I fell into a bit of a common newbie problem, especially since I'm both new to Babylon and Blender, but it's definitely good to know about and fun to laugh at! I guess that was a quick solve! For future reference, what shall i do if I want to scale everything down? (This model is a bit large... I'm worried scaling everything will still cause spaghetti.)
  11. I've been playing around with animation, but Blender's methods are a bit unreliable on the usual export/import, let alone Babylon.js's plugin. Importing Collada files and turning them into Babylon's files has resulted in a mixed bag of bugs. Mostly, the meshes don't fit the skeleton and are shifted very far off. However, the resting posiion of my armature and the way I've skinned the meshes (Mixamo mostly) don't reflect the bugs I get. In addition, the animations are distributed between the bones, and are not stored in the main skeleton, though I feel like that's not a problem- just kind of inconvenient. I worry now that perhaps I've been going about it the wrong way, so is there anything I'm doing wrong? I'd really appreciate tips on what I'm doing. Example included of a distortion of a woman fist-pumping. The skeleton is so small, you can't see it if you want to also include the full mesh. In blender, it imports fine (when it successfully imports) but upon exporting the file kind of changes.
  12. Thank you so much for the reply! (Especially considering that these are such newbie problems.) I'll keep that in mind for the next time, thanks!!
  13. Ok, update. After playing around with Maya and downloading blender, I just think that Maya's exporting of the phong texture doesn't really translate well. However, typical lambert works (and the original model that I was dealing with had an unusually dark texture). I wouldn't say that my issue is 100% fixed due to the metals issue but as far as this goes, it's doing ok for me!
  14. I'm not using a .babylon file, I'm using a .obj. You can see the associated obj and mtl file here: rod.obj rod.mtl Also, it reoccurs with every obj file I have. base.mtl base.obj
  15. Thank you for the quick reply! I do not have to load lights, fortunately. I'm making a hemispheric light, spotlight, and four separate directional lights for the scene in the js file. While experimenting yesterday, the hemispheric and spotlight has some limited effect on the model, but does not do as much as I want (an intensity of 10000 will not so much as lighten the model a few shades up, while on a sphere it will whiten the whole thing). However, after creating normals like in your recommendation, it doesn't seem like it is the problem. The following image is of my screen after all lights are enabled. The model is a simple rod created in Maya, of a default phong material, compared to the default Babylon material and sphere. The effect seems to be the same as before.