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Showing results for tags 'postprocessing'.
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Hello and first of all sorry for the noob question. I am trying to convert this THREEjs shader to Babylon to no avail. I used https://www.babylonjs-playground.com/#DAC1WM as base and managed to arrive to https://www.babylonjs-playground.com/#DAC1WM#1 and now i'm kinda stuck. Anyone can help? TIA
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I am really confused about: pipeline = new BABYLON.DefaultRenderingPipeline(...) VS pipeline = new BABYLON.StandardRenderingPipeline(...) VS postProcess = new BABYLON.ImageProcessingPostProcess(..) To me all of them are post processing. So I don't understand.. When should I use each? Can I combine all three together? I see that the standard has things that the default pipeline doesn't have. I also see that the standard is "no longer mantained" but it has awesome features like volumetric light, dirt camera, adaptive HDR. How am I supposed to do all that w
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I notice that when I use the FxaaPostProcess my scene retains its alpha transparancy. This is important because I am overlaying my scene over a background image behind the canvas. When I use the ColorCorrectionPostProcess the background becomes black. Does anyone have a way around this? If I insert my background into the scene it will either move with the camera or be affected by the ColorCorrectionPostProcess which I do not want.
- 2 replies
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- alpha
- transparency
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Hey, I have another question which might be easily answered by somebody who is very familiar with the pixi sources. I'm in the progress of writing some custom classes to render a particle system. The particel rendering is all fine and working. I made some pretty good progress so far. I have a small customized PIXI.Container with a PIXI.ObjectRenderer and custom shader (it's like a sprite is rendered through the SpriteRenderer). As I said, this really works rock solid at the moment, I have learned a lot from the existing Particle/Sprite Renderer and I'm really impressed how many great examples
- 2 replies
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- renderer
- postprocessing
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