Search the Community

Showing results for tags 'normal map'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Web Gaming Platform
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Twitter


Skype


Location


Interests

Found 4 results

  1. Hello, I would really like to use normal maps in pixi.js but I don't know how. I've came across a good example with THREE.js and using webgl shaders - clickOnDemo (sometimes it's necessary to click once on the image to work). So I really wanted to replicate it but using pixi, I gave it a shot aand black screen - myDemo . I don't get errors and I'm not sure what I'm doing wrong. Could the problem be in the way I'm creating the mesh? I've checked other example from pixi's page in which shader with heightmap is used on a mesh and works perfectly fine - pixiExample. I'll be very grateful if I get this normal map thing working.
  2. Hello everyone, I've encountered a situation where I need to mix two normal maps for my PBR material. One map is the main texture while the second one is tiled detail texture. Much like Unity does with its standard material. What would be the best way to extend the functionality of the current PBR material (https://doc.babylonjs.com/classes/3.0/pbrmetallicroughnessmaterial or at least its PBRBaseSimpleMaterial parent). Amending shader itself and passing a second texture sampler is not a problem for me. I understand I should utilize material library and compile a new material. But should I use existing custom standard material as a basis or there are better ways of doing it? I would love to keep entire PBR shader code in local .fx files instead of replacing custom parts though. I bet many artists working with BJS have encountered similar issue where they'd need to tweak existing material and meddle with the shader code but the process of creating anything custom isn't that clear or intuitive. Any tips would be very helpful! Many thanks in advance. PS readme file for custom standard mat states that it would only work with BJS 3.0.0 and I'm using the latest stable one.
  3. I am trying to find out about the implementation of lights and normal- or bumpmapping in Phaser. I found some older posts here and on other sites about dynamic lighting and bump mapping but if I interpret the information given, the lighting features have been experimented with in earlier features, but were discarded in later versions. Can anyone tell me if dynamic lighting and bumpmapping is on the official Phaser roadmap and when to expect it. I know that Pixijs has a special branch that has lighting features and there is a pixijs plugin for lights. Does anyone know of a Phaser plugin for this?
  4. Yo @Sebavan I am trying to use a normal map on model that show up fine in unity (I don't know if there is a difference in how babylonjs renders normal maps vs unity) but when i create that material and stick on a mesh in babylon as really weird looking effect: I tried by hand coding a standard material like so as well, but same effect... var material:BABYLON.StandardMaterial = new BABYLON.StandardMaterial("Tester", this.scene); material.diffuseTexture = new BABYLON.Texture("scenes/vehicle_playerShip_orange_dff.png", this.scene); material.bumpTexture = new BABYLON.Texture("scenes/vehicle_playerShip_orange_nrm.png", this.scene); //material.invertNormalMapX = true; //material.invertNormalMapY = false; this.mesh.material = material; Also tried the invert Y and X... same effect... Does anybody know what this effect is when using a normal map Here the scene files: Shooter.babylon