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Found 5 results

  1. Hello, I have to control depth of meshes with alphaIndex in my situation. but when meshes are over 10, rendering gets strange. https://www.babylonjs-playground.com/#BTU1J7#1 need your help. thanks.
  2. The new GlowLayer doesn't seem to work when an opacityTexture is applied to a mesh that also has an emissiveColor. See PG https://www.babylonjs-playground.com/#ID4XRY When opacityTexture is commented out then the glow returns. Is this a bug or just a limitation of the technology at present? Or have I missed something?
  3. I've been experimenting with the ability to use the opacityTexture with materials. And I have a couple of questions. First, what is the functionality of the opacityTexture in BJS. In the PG demo of fire, it appears to be acting as an alpha map that gives a general shape of the flame. Candle stick However, when I try to use the same flame and alpha map on a simple plane in a playground - I just get the square image of fire Simple plane Why? Does the use of .opacityTextures require the fireMaterial script? If it does, that is not indicated in the docs. Secondly, I tried using the same two textures in Blender - see result below. A simple plane has one material with two textures - flame and opacity.- and as you can see both have an impact on what is rendered. However, when I export the plane to .babylon I get this curious comment: Looking at the .babylon file the material only contains the flame texture - no reference at all to the opacity texture used. What does that mean? And how do I export these alpha map textures from Blender ? Edit: I have the opacity texture exporting now by changing the value of the "alpha" in image below to 1. But I still get the warning message and the result viewed in the sandbox is just the square plane with the flame texture cheers, gryff
  4. Hey all! I'm having a hard time with opacityTexture. Hair just seem to "flip" somehow. I'v attached some images so you can see the difference. Any idea what might cause that kind of behavior? Code: var material2 = new BABYLON.StandardMaterial("texture2", scene); material2.diffuseTexture = new BABYLON.Texture("data/models/hair.png", scene); material2.opacityTexture = material2.diffuseTexture; material2.backFaceCulling = false; hairModel1 = newMeshes[1]; hairModel1.material = material2;
  5. I discovered babylon.js last week, and its very good mostly Lets me finally take a crack at game design, since full environments like Unity are too daunting for me. I started playing around with it, and one of the issues I encountered was that imported meshes with an opacity map are not displayed correctly in my scene, the meshes behind 'bleed through'. I unfortunately cannot setup my scene in the playground since it loads .babylon meshes and is enveloped by php/mysql already, but I have a screenshot: As you can see, I circled two areas where the bushes in the background bleed through the bush in the foreground. Also a bit to the right more foliage is bleeding through, which I didn't circle. Oddly enough the grass, which obviously also uses an opacity map also doesn't suffer from this. But the grass is just a Plane, not an imported mesh.
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