goetzmoritz

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About goetzmoritz

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  1. Hi there, we (Bertelsmann, Gütersloh, germany) are looking for a Game Developer focused on HTML5 and BabylonJS. We are a major media company and offering endless possibilities regarding further education and development. Our team is young and international, we are specialized on 3D content creation and artistic rendering. If you are interested in moving to Gütersloh / Germany, a full-time employment please send me your cv via pm, thanks! Goetz
  2. Hi Sebavan, yes, this was the last puzzle piece I needed to complete this little project. Thank you a lot you were a great help for me!
  3. Yes, thanks! I think I was able to create a very simple Playground to show my issue: https://www.babylonjs-playground.com/#8LFTCH#5 It seems that the Normals are flipped as soon as I apply a new material.
  4. Thanks for the hint, but the effect I‘m getting is weird. When I activate the top-layer-mesh and assign an opacity map to the material and set the transparent-mode to 3, the base mesh, which I did not change at all, gets influenced by this opacity map too, but only when you look at it at a very small angle.
  5. zOffset causes weird errors, though. What are proper value ranges for that? For my material for a gltf-model on which I'm using that value on, it makes the "base-layer" material make somewhat transparent, if I use an opacity-map for the "top" layer. For me it seems that the opacity of the top-layer-mesh-material is somehow influencing the base-layer-mesh-material. How can that be? - Can I get rid of that weird effect? Is that bug? - Is there another way to use transparency besides opacity-maps? I'll try to reproduce my effect on playground, will take some time though.
  6. Hi! Thanks for this help. I tried to bring a more simple example and things start to get better. Still, I have the issue that in this example http://www.babylonjs-playground.com/#YDO1F#71 you can see that the normal-map is also applied to the second material. This is not what I was aiming for. Is it possible to share the alpha-mask from the albedo for metalness/roughness/normals , too?
  7. I tried to achieve that mesh-clone thing, but somehow it does not work. I'm pretty new to Babylon-JS (and very excited indeed). https://www.babylonjs-playground.com/#PN1NNI#46
  8. Thanks Yes, I did some research... Clone the mesh and work with material z-offset.
  9. Hi there, so, it is easy to have decals on a static mesh. But if I want to have it on an animated mesh with bones and animation, it will stick to the origin position of the mesh. Any ideas how to resolve that? Basically, what I want to achieve is having a layered material, something like multimaterial, but without the need to use the vertices in order to separate the materials. Thanks!