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Found 5 results

  1. Is it possible to set the bump height of a standard material like on the water material? Thanks, Pichou
  2. Hi there, I did some comparison between StandardMaterial and PBRMaterial and found an odd effect with the level of the bumpTexture : setting this level to one, both materials have near the same "bump-amplitude" but lowering this value to zero seems to have no effect on the PBRMaterial, see playground. Any ideas, bug?
  3. I can't reproduce it in a playground, so I am wondering if there is another setting, i.e. on the material itself that I am setting which could be contributing to the problem, or some other scene configuration that I am missing or whatever, anyways: Trying to set a bumpTexture on a material throws an error, with a huge chunk of WebGL code. Screenshot is easiest to see 2017-06-30 15.48.15.png?dl=0 Full error message: Babylon version in my project (a couple of weeks agoish, maybe a few weeks ago?) babylonjs@^3.0.2-beta: version "3.0.2-beta" resolved "" diffuseTexture with the same asset works fine, bumpTexture blows up, i.e. this.plane.babylon.material.bumpTexture = BABYLON.Texture.CreateFromBase64String(this.backgroundNormalMap(), this.background_normal_map_image_key); ^throws error this.plane.babylon.material.diffuseTexture = BABYLON.Texture.CreateFromBase64String(this.backgroundNormalMap(), this.background_normal_map_image_key); ^no error -- any ideas as to what could be happening here?
  4. Hello, There is a bug present with 3.0 only on latest Edge and Internet Explorer When having a bumpTexture with a pbr material the material renders black. I made a PG to test it :
  5. Hello world First of all, BIG THANKS to @Sebavan for its amazing PBR Material ! I'm taking a lot of fun playing with the differents features. On monday, I enjoyed playing with microsurface parameter. It worked really fine until I added a bumpTexture. After diving into the code, I understood that microsurface is handled in two different ways : EXT_shader_texture_lod WebGL extension is supported, LODBASEDMICROSURFACE define is added to the shader, and we can sample reflection texture with the good LOD level. EXT_shader_texture_lod WebGL extension is NOT supported, no define is added to the shader, we don't have access to LOD level and we have to bias mipmap level when sampling to fake LOD level or something like that. Both ways seem to work fine when I don't use bumpTexture. But if I add a bumptexture to the PBR material, then only the first option works. With the second option, we can see some flickering or pixelation, I don't know how to call that (left plane on the picture) : Here is a basic PG showing the PBR material with all these parameters (this one should work !) : And here is the same PG, but I intentionally disabled the extension, to see how it works on devices which do not support the extension : It's less striking on the PG (don't look perpendicular to a face), that's why I posted the picture above. Maybe it's not a bug and it's really impossible to have both microsurface and bumpmap working when the extension isn't available ? What do you think ? Have a good day