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  1. For my capstone software project we are making the game quarto using reactjs and babylonjs. We have the scene set up, but we are importing multiple .glb files and while they cast shadows on themselves and on the ground, we cannot make the shadows cast from the pieces to the board. I feel like there is something that should be obvious. We have changed the directional light source. We have changed the ability of both pieces and board to cast and receive shadows. We have overlayed a shadowOnly material object over the board itself. Nothing has worked so far. The meshes are created and
  2. Congrats on v5 you awesome people! So a long time ago I was working on top down 2D game that had line of sight, but I ran into performance problems problems that sound like they can be more easily solved in v5. For some reason the forum is not letting me upload images so here are some links. Screenshots: https://timetocode.tumblr.com/post/164071887541/much-progress-screenshots-show-in-game-terrain Video of line of sight https://timetocode.tumblr.com/post/163227386513/11-second-video-tree-blocking-line-of-sight It's just one of those pseudo-roguelike line of sight effects w
  3. This was entirely accidental. I was adding large voxel maps (126x126x32) together with Mesh.MergeMeshes and trying to have them self-cast shadows. I was testing frame rates on a few computers to see which techniques were better for performance. A strange and buggy texture appeared on everything that looks like stripes, but for whatever reason it is lighter near the outwards facing edges of meshes and darker towards the inner edges. I think it looks like ambient occlusion. Before fixing it, I figured I should take a few pictures in case it was the type of thing worth trying to reproduce in the
  4. I'm trying to cast some shadows from a voxely mesh onto itself, and I seem to be getting a bit of light right at the base of the shadows. Any idea how to fix? First picture is the shadows in their simplest mode before any blurring: And here are some shadows with all of the effects, which causes even more light to appear: I'm not sure how to reproduce it in the playground. I got my shadows just by copying and pasting the ShadowGenerator from the shadow demo: https://playground.babylonjs.com/#FH3FM2 In the shadow demo there is no problem, the shadow goes
  5. Greetings, BJS guru's!!! I need get right direction on yours experiens Task: we have scene with many different medium and small static objects on few objects (as table with glasses, books, notepads and etc... or city site with houses, pillars, cars and so on). And we wanna looking good shadows for this objects. First way: Render lightmaps for every objects in Blender and get heavy-metal loading time for scene, but fast rendering on weakly devices. And big headache, if some objects needs moving (new render lightmap and ...jump to start). Second way: Use babylonjs shad
  6. So, I am trying to make a room, lit up with some lights. I use blender v2.77a on GNU/linux, blenderexporter 4.4.4 and I am testing the result in the babylonJS sandbox online. l the walls have the same purple material, the floor has a gray material and the two boxes have a red solid material. The light is a spot light, under a certain angle, and a larger size, the light values are otherwise unchanged from default. You can see the the issue in the attached files, the babylonresult.jpg looks crazy compared to what blender "previews". The middle wall is lit on both sides, even t
  7. I'm trying to add shadows and its not coming out too well. I think the high-poly count (100k) and lack of soft shadowing is producing some weird affects. This is the result from Babylon.js http://www.punkoffice.com/babylon/luke.html What I'm trying to do is find out if Babylon.js is suitable for animated photogrammetry-made humans. The only framework that I've gotten this working with so far is Unity 5, which you can see here http://www.punkoffice.com/luke/ My shadows are set up like this var shadowGenerator = new BABYLON.ShadowGenerator(4096, light); var mesh = newScene.meshes[
  8. So I can either use Triplanar Material or have shadows it seems.. I get the following when I try to use ground.receiveShadows=true; babylon.js:3 BJS - [16:18:56]: Unable to compile effect with current defines. Trying next fallback.t._ErrorEnabled @ babylon.js:3t._prepareEffect @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadFragmentShader @ babylon.js:15(anonymous function) @ babylon.js:15t._processIncludes @ babylon.js:15(anonymous function) @ babylon.js:15t._loadVertexShader @ babylon.js:15t @ babylon.j
  9. Looks like applying the following shadowGenerator.getShadowMap().refreshRate = BABYLON.RenderTargetTexture.REFRESHRATE_RENDER_ONCE; light.autoUpdateExtends = false; in combination with shadowGenerator.useContactHardeningShadow = true; doesn't really do anything: the frame rate drop is massive and remains low. I can't vouch for other properties (e.i. shadowGenerator.usePercentageCloserFiltering) as the frame rate doesn't seem to get affected.
  10. Hi everybody, I'm looking for a way to get a ground in my scene with the same exact color of the background (scene.clearColor), that reflects the meshes above it and that displays shadows casted by a light on receiving objects. I tried to use EnvironmentHelper to get this result but I always have a halo on the ground, see the following playground: https://www.babylonjs-playground.com/#10D6YT#122 Is there a way to avoid that halo so that the color of the ground is the same as the background? I don't want the user see the ground at all, I only want shadows and mirroring. I
  11. Hello, I have problems casting shadows on objects that have PBR material and environmentTexture. I don't know how to dim the light emitted by the environmentTexture, or even better, make the intensity of the reflection related to the lights of the scene. Since shadows are the areas on the objects where there is no light, and the reflection of the environment texture is not affected by the lights, I can't get shadows on the object. Please, check the following example. http://www.babylonjs-playground.com/#BCHEUP There is a barely visible shadow on the PBR ball, from the torus.
  12. Hello, Thanks to Webgl 2, we have been able to introduce two new kind of shadows: PCF (improved version of poisson sampling) and PCSS (contact hardening shadows). They are only available on Webgl 2 and will fallback to poisson sampling on other devices. Here is a quick shot at how contact hardening tries to simulate real life by getting softer when the blocker is further away from the receiver: https://playground.babylonjs.com/#ZT8BKT#2 And a real use in a scene with self shadows: https://www.babylonjs-playground.com/#EYEPRI#3 As usual, the doc have been upgraded: https://d
  13. Hello, I am using shadowGenerator.useBlurCloseExponentialShadowMap = true; to cast shadows. Oddly, the closer the shadow casting mesh is to the shadow receiving mesh, the lighter the shadows.. see attached pic. I am not using this for self-shadowing, just to cast a shadow from one mesh to another. I appreciate shadow / lighting setup is or can be complex, but is this behaviour expected or am I misusing useBlurCloseExponentialShadowMap ? Thank you
  14. Hi guys, I recently started with some visual fidelity stuff in my scene and I wanted to add shadows. Now, I load a mesh that I exported from blender and I do this BABYLON.SceneLoader.ImportMesh("", "lib/orteclbvis/themes/defaulttheme/models/","yard.babylon", this.scene, (newMeshes, ParticleSystem, skeletons ) => { newMeshes[0].rotate(BABYLON.Axis.Y, BABYLON.Tools.ToRadians(180), BABYLON.Space.LOCAL); newMeshes[0].position.y = this.getEnvironmentHeight(); newMeshes[0].position.z = 0; newMeshes[0].position.x = 30000; if(this.sceneObjects.su
  15. My shadows seem to be coming out strange. By default I get splotches, so I used this from an example shadowGenerator.useBlurExponentialShadowMap = true; shadowGenerator.useKernelBlur = true; shadowGenerator.blurKernel = 10; Its slightly better but still weird. Does anyone know what might be the problem? I'm using Babylon v3.2.0-alpha6
  16. Hello Everyone ! I am currently working on an 'indoor' project and can't manage to solve an issue. I would like to render a room with a ceiling light. I am working with StandardMaterial only. I use a single pointLight to avoid heavy computations with multiple lights. Every mesh both cast and receive shadows. To see non-directly-illuminated mesh, I also use an ambientColor on every material on the scene. Thanks to Deltakosh's answers on a previous post, I managed to get correct shadows using Close Exponential Shadow Map by stretching my scene into a uni
  17. Hi everybody, and Happy New Year ! I've been working with BJS for several months now and I have been able to solve every problem I encountered by reading docs and posts on this forum, thanks to you, community, so Thank You. However, I never manage to find a complete solution for one problem that I am going to expose now. Considering the pointLight shadows demo : https://www.babylonjs-playground.com/#LYCSQ#12 If the container is also casting shadows, then a weird effect occurs : https://www.babylonjs-playground.com/#LYCSQ#333 I believe it's because the container is self-shadowing.
  18. http://playground.babylonjs.com/indexstable#XUS5AG#1 In the example above, the sphere is located directly above the torus. As you can see, the shadow that it casts bleeds through the top of the torus and on to the lower portion. Is there any way to prevent this behavior? I have a game where the maps are generated as a single SPS that receives shadows, but objects on upper floors cast shadows that bleed through onto any part of the mesh that's under them, such as lower floors. In my attempts to get around this, I created a custom shader that fades the shadow according to the differenc
  19. Hey all, Sorry to bother you with yet another shadow related question, but i'v ran into trouble. I'm doing some tests with dynamic world creation and shadows. So i'm using directional light to cast shadows, but for every mesh i import the shadows get more and more "crispy". This is fine as long as i keep light.autoUpdateExtends as false.., BUT i ran into another issue; the "shadow projection" from the light is very slim and parallel with light angle, i simply don't know how to enlarge the shadow projection so it would fit with camera view. Any ideas? - eljuko EDIT: add
  20. Hi. I'm trying to get softer shadows in my scene using a blur exponential shadow map. When enabled, the shadow generator seems to incorrectly affect one of my meshes. Here's my scene with a default shadow generator (blur disabled): Looking good. You can see the hard shadows from the tree, cast onto the clouds in the bottom left corner. And here's with blur enabled: The shadows look softer on the clouds, but the tree mesh got significantly darker. Here's my code: // light & shadows var lightPos = new BABYLON.Vector3(160, 80, 160); var dirLight = new
  21. Hey Folks! In our scene we have some images with transparency on quads. The transparency is just used to mask the silhouettes of the image, so we have no larger half- transparent areas. So far we used the default shader for this, which produced nice silhouettes. All these Objekt are registered in a shadow generator from which we extract the shadow map an pass it in a custom shader. After writing our own shader for the images we ran into a problem: The shadow generator now only takes the quad into account, not the transparency of the image. Therefor the shadows of
  22. 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
  23. I am having trouble with my shadows. Everything that receives shadows but is not occluded is covered with what I think is elsewhere referred to as "shadow acne". 1 blender exported ESM shadows do not work at all. Why? Are they for a later version of Babylon? 2 I am not clear on how the shadows are being mapped. My first approach was to try to minimize field of illumination to increase the apparent resolution by pointing spot lights at my model and setting the camera clipping plane (which apparently is mapped in the blender exporter to the shadowMinZ/MaxZ) to conservative levels.
  24. I have a large model exported from a software with a lot of nested instances. I added a shadow generator with defaults and added most meshes to its renderList. The console recommends to use Exponential Shadow Maps (ESM) which look also a lot nicer ("VSM are now replaced by ESM. Please use useExponentialShadowMap instead"). With ESM enabled, the scene turns mostly black because shadows are rendered also on top of those meshes that cast that part of the shadow. The issue only disappears when the shadow generator has only a single mesh in the renderList. See here: http://www.babylonjs-p
  25. Hi, I'm new to babylon I am currently facing this situation: I want to display a mesh with a projected shadow on it: to generate the shadow I use a light and another mesh. I change the alpha level of this second mesh and I see no shadow anymore...is there a way to get a shadow from a transparent mesh? I know it will sound strange but I like to get this behaviour.
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