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Found 22 results

  1. Hello everyone, I have a strange problem with waterMaterial in my scene, its hard to reproduce it in a playground so here are images : The problem is that the reflection part of the water becomes suddenly opaque. The ground becomes no more visible at some frontier (along x axis on this image). I made a video to make it more clear, focus on the transparency of the water : babylonjs.webm I don't know how to fix this ? Any idea ?
  2. Hi, I have noticed that there is a difference in displaying .glb files between desktop and mobiles e.g. on Facebook. The files exported from babylonjs.serializers using GLTF2Export.GLBAsync() or 3DS max + Babylon JS plugin has strange reflection despite of specular=0, roughness=1, metallic=0 etc. I have tried many combination with Std and PBR materials and I always have this strange reflection on mobiles. I decided to try Modo and the effect is much better. So probably you have a bug in babylonjs.serializers and 3DS max plugin. I have noticed that in attached file called "babylonJS.glb" which was exported from 3DS max "roughnessFactor" is 0.9 and should be 1.0 if I use standard material with specular = 0. GLB files: babylonJS.glb Modo.glb Screenshot from the smartphone (Android/iOS, the effect is the same), 3DS max + Babylon JS plugin and the same effect after using babylonjs.serializers.js GLTF2Export.GLBAsync() method: Screenshot from the smartphone when Modo was used (on smartphone the box is totally black - so the effect is actually perfect). And the effect which we can see on the desktop web browser (as you can see the file exported from Babylon JS is not totally black, but it should be. However the worst thing is this reflection on mobiles):
  3. I have created a scene with two mirrors reflection one each other. I want to control how much times is reflection calculated to see the reflection in reflection. Is this possible via ReflectionTexture? Or ReflextionProbe? http://playground.babylonjs.com/#GYPUMJ
  4. Hi Guys, I am new to Babylon. Just started with it and was wondering if something like this possible and if yes, how do I go about it? This is what I can build using the Standard material. My client is looking for something more realistic in the following. 1. Sunlight in the attic 2. Reflections after the sunlight in the attic I am looking around if this is possible. I have seen the PBR material in Babylon. I see that the HDR texture is given to every material in the demo (which is actually the surrounding/skybox). That reflection is seen on all the materials and hence, looks realistic. I am referring to this demo https://www.babylonjs.com/demos/pbr/ I am wondering if I can use PBR material for walls, the floor in the room and add a directional light through the window. Is what I am thinking about possible? Please correct me if I am wrong. I am looking to build something like this. Will PBR material help to reach somewhere here or even close to it? Thanks.
  5. Hi all! Is it possible to define a bounding box size on a reflection probe ? Here a screen record in Unity3D, to show what I'm talking about: https://imgur.com/NoMzMil (another quick record with a simplier scene) By tweaking the probe cage as the same size of the room walls, I get kind of realtime effect just by using a probe (box projection need to be checked): I don't know technical logic behind this functionnality, maybe this bounding box option looks like an abstract cube mesh where is applied the cubemap as a texture, and materials using this probe reflect this cube inverted ? No idea
  6. I'd like to recreate a Three.js demo in Babylonjs for fun: https://threejs.org/examples/#webgl_materials_cubemap_dynamic2 I'm guessing a Reflection Probe is my best best? I'm just now beginning to transition from Three.js to Babylonjs so any pointers are welcome! If there is any technical limitation to doing this that would also be valuable info. I've read a few forum posts touching on the techniques I'll need here, but now with 3.0 and the 3.1 preview I thought it's worth asking. Do you think I could get it so close you couldn't tell the difference?
  7. In this exemple : http://www.babylonjs-playground.com/#IAZTI#26 I put a probe reflection into the ReflectionTexture of the PBRMaterial of the wood object. I can see the probe reflection in the wood but i dont understand why my albedo is now black, any advices?
  8. Is there a way to control the distance or zooming of the reflected image. Check the two screen shots... Look at the mountains and scenery reflected in the larger sphere. The fist shot is from unity and it SHOW MORE of the reflected scenery behind... The second shot is my babylon but the reflected images are MUCH closer or ZOOMED in more so you see LESS of the reflected scenery in sphere... How can I control the ZOOM or reflected image distances ??? First Shot (Unity Rendered): Second Shot (Babylon Render) And Notice the difference in the ZOOM factor of the reflected scenery I need to ZOOM OUT a touch so it can match the WYSIWYG design time render of the unity scene NOTE: I luv how CRISP and CLEAN the baked shadows are... SWEET Yo @Deltakosh ... I am working on sending up the toolkit with documentation... Can you PLEASE start to work on that SHADER BUG/ISSUE where you cant have a ambient occlusion texture and a lightmapTexture (use as shadow map) at the same time... If people DONT KNOW that there is an issue and try to bake lights but wonder why they dont see the shadows... Most likely that scene (especially if you download from the asset store) will have ambient occlusion textures... So you won't see shadows in you scene. They show up in the sample screen shots I post in other thread because I went and REMOVED the ambient occlusion from the floor and walls. I will be uploading the first part of toolkit (The Scene Manager) and that Starting Documentation Stuff I told you about... Anyways, if you can do that so when folks get there hands on the toolkit, it will work
  9. Hello, I have a little Problem with my Mirror Material. I cant get the Blur to work. If I try to blur the reflections in this playground Example http://www.babylonjs-playground.com/#EKFLA#13 by adding the lines: mirrorMaterial.reflectionTexture.blurKernel = 64; mirrorMaterial.reflectionTexture.blurRatio = 1; everything works fine. But If i try it in my own Scene nothing happens (changing the Values has zero Effect). Does anybody have an idea why it works in the playground but not in my scene?
  10. Hi all, I tried to set up a scene in the playground with a custom cubeTexture, but playground doesn't like it https://www.babylonjs-playground.com/#1XOKHQ#1 So for now my simple scene is on my ftp : https://www.nothing-is-3d.com/tmp/cubemapBJS/ This is a screenshot from the photoshop file used to generate the cubemap (based from the famous tropicalSunnyDay) Exported files are located here : https://www.nothing-is-3d.com/tmp/cubemapBJS/cubemap/ And here what i get, check how the pz is mapped : So simple question why the cubemap is inverted ? Is it me who is doing it wrong ?
  11. The StandardMaterial.reflectionTexture specifies the texture that should be reflected, which can then be controlled in intensity by its .level property or additionally by FresnelParameters. However both of those properties only influence the reflectionTexture uniformly. Is there a chance to add a reflectionLevelTexture that specifies the reflection intensity as a map? This would be handy in situations like creating furniture where only the glass part needs to reflect, but not the wood part, or buildings where the windows need to reflect but not the walls. Now, its always possible to make two meshes or use MultiMaterials, one with a reflecting material, and one without (which is what I'm currently doing), but that adds one draw call per mesh, causes z buffer issues, and is convoluted to model.
  12. Material reflection in Blender (Blender Render), is not loadinig from exporterd .babylon file. How to enable reflection. If we set it on material in blender and export it dosn't work. Where in blender should we set it and does blender-exporter export data for reflection (Blender Render)? Any help? greetings Ian
  13. Hi again forum, From the many great features I have learned, I think that render target texture is the best thing I have come across yet. The ability to produce dynamic live reflections is really awesome. But there is one thing that bugs me. And yes, I have a playground too http://www.babylonjs-playground.com/#1NP9BY You will see I have added a cube to the reflection and refraction playground. While the reflection in the sphere looks realistic, in the cube it doesn't. As you will move the camera away from cube, the size of the clouds don't change. It always renders the same amount of texture(the sizes of the meshes in the renderList don't change) regardless of where the camera is from the mesh. Compare that to a mirrorTexture , once you have the mirrorPlane defined, the reflection is lifelike. Moving away and close to mirror gives accurate results. Is there some setting to have the cube texture behave like that on a cube?
  14. Hi all ! My scene is an apartment, and i want one cubemap for each room. I could generate it with precalculated render engine (vray, cycles, etc) but it force to reset & redo all materials of the scene, just for 6 texture generation... So i think it's easier to generate cubemap once during application launch. I suppose i just have to create one probe per room, on their center, with their refresh rate set to once ; plus its allow to regenerate on demand if the user make change on material settings (change wood floor to tiles for example). Here are my questions : how can i easily push all the scene during the generation, in each probes ? it is possible to push meshes which already use the probe on their reflection texture (is this will generate conflict) ? Thanks
  15. So we used reflection using PBR and reflection probe on floor of home interior scene. Here is video : https://vid.me/A3XW You can see the reflection isn't realistic . The reflection of the TV unit which should be there on the floor isn't there. Instead there's some cubemap (obviously generated by ReflectionProbe) that's reflecting continuously from floor to TV wall. Something that doesn't happen in real world. So question is how to get realistic reflection ? (Note: We aren't updating reflection probe after initialization , since our camera is static at center. Its ArcRotate and it doesn't move. )
  16. Hello, There are a lot of posts about achieving reflection in various materials. Actually, I would like to diminish or even reduce the reflection. When viewed at an off-center/downward angle, it's okay. But when pointing directly down, the "glare" is just stupid and unworkable. Picture, if you will, simulating "grass", which is more of an absorbing material than a reflective one, IMO. Thank you... Regards, Michael Powell
  17. Hi all ! Here is another little demo ..... "Ribbonyzer" Ribbons, Reflection probe, fog and of course, music ! Hope you'll enjoy ! (Spéciale dédicace pour @jerome ) http://synergy-development.fr/ribbonyzer/
  18. Hello my name is Musti I've made this scene using blender : http://musti.linuxpl.info/testreflection/loadScene.html Now I want to add a reflection in some places like windows How to add the reflection in these places using a blender? Which option in this software should I select to get the wanted effect. I've tried to select the option-mirror in material menu in blender but it hasn't worked I've tried also to use a reflection in coordinates mapping in the texture menu but i've got reapeted image (it can be seen in example) i will be gratefull for your help
  19. Hello everyone, after time of searching, I just can't figure out what's wrong. Look at this: http://www.babylonjs-playground.com/#2EMDUN I'm trying to load a reflectiontxture, but I'll never see any "reflection". In materialeditor, everything works , but it doesn't in my project or the playground. Am I missing something? Thanks, Kevin
  20. Hello Everyone, I would like to add shadows and reflections to a car model that was exported from blender to Babylon.JS. (The file is attached to this post.) I have tried using 'static reflection' in the blender software but it looks horrible when I exported it as a *.babylon file. I have seen reflections in 'The Car" demo on the BabylonJS website and would like to know how to do the same. I am not sure how to identify the mesh that I want to use as a reflector (My programming skills is very weak.) I have seen the tutorial on 'advanced texturing' here https://github.com/BabylonJS/Babylon.js/wiki/14-Advanced-Texturing, but I am not clear on how to do it with *.babylon meshes. Could someone help me please? I would greatly appreciate it. Thanks
  21. The readme for the blender exporter says that it exports reflection textures. How do you add them in blender? Is it with an environment map texture? http://www.html5gamedevs.com/topic/2112-how-to-make-reflection-or-mirror-in-blender/ This topic seems to say that they must be added in javascript, but maybe I read it wrong.
  22. Hi everybody ! Here is the 2nd game I made with Phaser : Candy Mirror Ninja ! The originality is that you don't see things as they are, you only see the images of them on mirrors which are the walls of the levels. You will need some time to get used to it, it's a bit special to master. Controls : Use the arrows to move the Ninja and the mouse to aim and shoot when you get the Laser. Information : The game is based on the themes of the Global Game Jam 2014 ("We don't see things as they are, we see them as we are") and the Candy Jam.It's why there is a King which protects the Candy from you. He shoots avocados (because the french for avocado is also the name for lawyer, little joke ^^) in each direction, faster if you get closer to the Candy. These avocados can kill you.Finally, you can get a Laser to shoot at the King or mirrors to make reflections. Notes : The game uses masks for the mirror images, so it requires WebGL.The game doesn't work on Internet Explorer.Firefox doesn't render well the texts.You need to activate WebGL in Safari.Chrome is the best browser for this game. >> The link of the game on itch.io : http://aurelien974.itch.io/candy-mirror-ninja << >> The source on GitHub : https://github.com/aurelien974/Candy-Mirror-Ninja << Hope you have fun even if it's a little difficult and a bit ugly ^^ Let me know what you think of it !
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