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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 ­čśĽ 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"
  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
  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 pro
  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
  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
  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
  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 amou
  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 ea
  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 ArcR
  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 ! (Sp├ęciale d├ędicace 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/
  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 Ca
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