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  1. I'll give promises a try, callbacks might be to cumbersome for this particular problem. I'll post my results as soon as I have them. Thank you for the advice gentlemen.
  2. Hey there Babylonians, How can I go about appending or importing multiple files into my babylon.js scene using something like a for() loop, I have 28 files which add up to a ridiculous 30million plus verts and there is no way I can load them up all at once because i get an "allocation size overflow" error on Firefox, Chrome crashes, and ironically it opens up on MS Edge but runs very slowly. Because of these errors caused by the 2.0GB size of my .babylon file I decided to break my model into 28 pieces all under 200MB so I could load them individually, using the following code:
  3. Hi @rlouvat, Yup that fixed it man. it's perfect now, thank you so much for all the help guys it's been invaluable. Cheers to you all!
  4. Hi @rlouvat, I Just tried the solution, and it worked quiet well see pic But when I move around in the space and rotate the camera it flashes black. Any ideas?
  5. No big guys, keep up the great work, I appreciate all the help.
  6. Cool thanks for the all help man, I'm glad you guys are on it.
  7. Hey guys, I'll send you a link to the files and assets via PM. I'm using 3dsMax 2017 so my exporter version of max2babylon v.1.2.18 Thank you so much for the help!
  8. Hey @Jaskar, I appreciate the help, if there's anything I can do to help let me know. Regards,
  9. I know the .babylon supports Physical Material form 3DsMax, but I was trying out .gLTF for some of the file size advantages.
  10. I did some "testing" with 3dsmax primitive shapes to see if the issue is was just a geometry problem with my mesh, bu the error came up again. I'm trying to use BJS for architectural presentations and so far it's been real great. I'm trying to build the scenes and export them from 3dsmax using .gltf to use pbr materials for better realistic results but my solution for generating realistic grass doesn't export well. Here's a pic of the scene using .babylon file format and Standard Materials. Any help or guidance would be greatly appreciated.
  11. Hey there Babylonians, I'm having an issue with the gLTF exporter for 3dsMax 2017 and FUR MATERIAL, It would seem that when I add the FUR MATERIAL to the mesh exported using gLTF the faces get flipped or something. I tried exporting the same geometry using just the .babylon file format and it worked nicely picture below. However when I export with .gltf format it looks like this. I've tried flipping the faces inside of 3dsmax but so far no luck. Also I've noticed that the gltf exporter rotated my mesh 180 degrees on the y-axis for some reason. Any help or advice
  12. Thanks, Delta, I will share link to the scene when I'm done with it.
  13. Okay so I found a viable solutions. Complete Map(Diffuse and Ambient get baked into one map) plus a high number for the furDensity parameter. Code below. var grass = scene.getMeshByName("site-grass-1"); var grassMaterial = new BABYLON.FurMaterial("grass", scene); grassMaterial.furLength = 2; grassMaterial.furAngle = 0; grassMaterial.furColor = new BABYLON.Color3(1,1,1); grassMaterial.diffuseTexture = new BABYLON.Texture("assets/Alberino/site-grass-complete.jpg", scene); //COMPLETE MA
  14. it actually doesn't affect performance that much. I only lost about 8 fps. Thing is I can't add ambient texture to the Fur Material so I can't use my nice baked shadows from vray.
  15. Wassup Guys, Is there a way to add ambient texture to the Fur Material? Reasons: I'm using the Fur material to generate realistic looking grass (see pic) and it's all kinds of awesome. I was hoping however that there was a way to add Ambient Textures to this material so I could use baked shadows. Please help Babylon Kenobi, you're my only hope.
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