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Found 9 results

  1. I tried to import the obj file, and obj contained a number of posts, but in babylonjs, it seemed that each child's map was replaced with the last one. I looked at the console, and the network window shows these stickers loaded. Here's the demo:http://www.babylonjs-playground.com/#E5KRAX The correct effect should be: blender: threejs: babylonjs:(The wrong)
  2. Hello, I'm having an issue when trying to import a blender model (i.e. .babylon). I have created a simple bottle in blender with multimaterials (3 colors) and export it to .babylon. Here is the snippet code: var bottleMeshTask = assetsManager.addMeshTask("BottleTask", "Bottle", "assets/Bottle/", "bottle.babylon"); bottleMeshTask.onSuccess = function (task) { console.log(task); bottle = BABYLON.Mesh.MergeMeshes(task.loadedMeshes, true, true, null); bottle.position.z = -150; bottle.position.y
  3. Hello. My Kayak model has 4 sub materials on it. I have a button called "KayakLime". I'd like this button to change sub material #2 from Peach.png to Lime.png when clicked. Example #1 below works, but it changes the 4 kayak sub materials all to Lime.png. var myKayak2; BABYLON.SceneLoader.ImportMesh("", "models/", "Kayak.gltf", scene, function (newMeshes) { myKayak2 = newMeshes[0]; }); var LimeTexture = new BABYLON.StandardMaterial("Lime", scene); LimeTexture.diffuseTexture = new BABYLON.Texture("models/Lime.png", scene); Lime
  4. I have been playing with the worldmonger demo, and want to uses an emissive texture to overlay a grid upon the ground. I can do this with simple ground materials, but not with the more complex multi material, is it possible to add an emmessive texture to a multi material such as the one used in Worldmonger?
  5. Hi All I have been exploring multimaterial texturing today and its great. However... I have encountered an issue that I can see no obvious solution to. What I am wanting to do is have "smooth" blended transitions between each of the multi-textures that are applied to the shape. Provided below is the 3D scene I have created which has the multimaterial textures applied: http://www.babylonjs-playground.com/#RF9W9#479 As you can see there are two textures that are being alternated across the face of the 3D model - each transition is a "hard" transition whereby there is no blendin
  6. I have the latest Blender exporter (4.6.1) and I am trying to export a model that has some faces textured via UV Unwrap and other faces are just a plain old color. When I export the model it only exports a single material for the textured faces and applies that texture to the non-unwrapped faces as well. The material with just a color does not get exported. I was considering getting the face indexes from Blender and trying to sub-mesh this thing, but the indexes are not nice ranges and Babylon doesn't seem to have a function that would take an array of faces to submesh. Any ideas? I think this
  7. I have problem with physics and mesh impostor with sphere. I create some componets in blender. And add each component texture. I create pathMesh from components. (pathMesh have multi materials and textures because each component has its own material and texture) If I load babylon with sandbox it load OK (but sandbox doesn't have pathMesh.bakeCurrentTransformIntoVertices(); . If I have pathMesh.bakeCurrentTransformIntoVertices(); in loop then pathMesh is loaded without textures and physics works OK. If I remove pathMesh.bakeCurrentTransformIntoVertices(); then pathMesh is l
  8. Instance of mulitmaterial mesh does not render properly on some hardware see http://www.babylonjs-playground.com/#1UFKIN The MultiMaterial part starts at line 81 This renders fine on my PC. My PC has a dedicated graphics card This does not render well on my laptop. My laptop does not have a dedicated graphics card On my laptop it appears as in the attached screenshot.
  9. Hello, I have started using Babylon.js yesterday and i was playing around a bit, i wanted to make a cube with different textures for each face (well, to be precise it will have a different texture for top and bottom, then the same texture for all the sides) but when i do that with some code i found on this forum ( http://www.html5gamedevs.com/topic/12392-having-different-textures-for-each-face-on-a-cube/ ), the textures are rotated into different directions for each couple of faces (top-bottom, front-back, left-right). You can see that here: http://www.babylonjs-playground.com/index.html#1Q
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