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  1. Hi everyone, I have recently been learning to code and currently am creating a 2d game using PIXI v5. I want to implement some interactive shadows, based on different light points on the map(lights) or "above" the map(sunlight). I still have a lot to learn about Webgl and the insides of PIXI, and I got some questions about some different approaches. I noticed that there is a plugin, PIXI lights, but unfortunately it does not work with PIXI v5. On different forums and tutorials I encountered some shader ideas that create a shadow of particular objects. This works perfe
  2. For my capstone software project we are making the game quarto using reactjs and babylonjs. We have the scene set up, but we are importing multiple .glb files and while they cast shadows on themselves and on the ground, we cannot make the shadows cast from the pieces to the board. I feel like there is something that should be obvious. We have changed the directional light source. We have changed the ability of both pieces and board to cast and receive shadows. We have overlayed a shadowOnly material object over the board itself. Nothing has worked so far. The meshes are created and
  3. The object is added to the list to create a shadow (.renderList.push (obj)). To display the shadow on the object itself from other elements - (.receiveShadows = true). As a result, the object creates a shadow on itself. How to fix it? example : https://playground.babylonjs.com/#D516RY Also, if there is a surface between the light source and the object, then there is a shadow on it. How to solve this problem? example: https://playground.babylonjs.com/#1RVN7H PS: I'm sorry, if you already have a theme. I find it difficult to focus on foreign language resource.
  4. Hi everybody, I have a plane with material and diffuseTexture. The image used for the texture is a png with transparent background. In order to keep the transparent background in babylon, I set useAlphaFromDiffuseTexture = true; on the material. But now I want to see the shadow of the image. But I cant because of the useAlphaFromDiffuseTexture parameter. So my question is : Is there a way to have the shadow of my png image following the transparent and not transparent part? Thanks for your help! Pichou
  5. Hi, I have static objects and static lights inside my scene sou it would make sense to bake them to save resources,, anyone have done it? is there some workflow to generate them from scene (in 3d max or other tool). Thanks
  6. Hi, has been a while however I started a new project using BabylonJS, where I'm importing a model from Blender into a scene, now for some reason I cannot get it to cast a shadow. I added a cube next to it and it does cast a shadow, I'm also adding both the cube and the model to the renderList of the shadow generator.. Any ideas or suggestions what I could try or why it wouldn't work?
  7. Hi, found weird bug with shadows. Device: Galaxy S4 OS: Android 5.0.1 GPU: {vendor: "Qualcomm", renderer: "Adreno (TM) 320", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"} Browser: Chrome (62.0.3202.84) / Native ( PG Have mesh with PBRMetalnes material and ground with PBRMaterial. Added spot light as shadow light and included sphere as caster and box as receiver. Than created instance of the sphere. And after that both spheres disappear in S4 device. Sphere dont disappear if instead of instance, clone is used. Wor
  8. I have a strange bug where my shadowGenerator.setDarkness value doesn't have the same effect when the debug layer is open or closed. I really don't see the possible link between those two things. Here are the 2 screenshots. Same darkness value (0.82). The only thing that differ is the commenting of the line that shows the debug layer. The shadow is cast on a plane with a ShadowOnlyMaterial Material.
  9. Hello everyone! This is my first question about my first babylon.js project. It will be a strategy game with complex economics (similar to Caesar 3, Knights and Merchants). The framework is amazing, I like it very much, but I have some problems with shadows. Everything works fine, until I add lots of instances of a mesh across a large ground. The shadow becomes just a blob, almost invisible. I think the problem comes from DirectionalLight.prototype.setShadowProjectionMatrix where all mesh positions are checked to see how big the area is for casting shadows. The bigger the area, the more de
  10. I was wondering what is the best way to handle shadow for a "character". I made a character and i want to put a shadow at the bottom a kind of "circle" with opacity, for convenience let's say it's gonna be a transparent PNG. The way i can think of : - (1) Just add the sprite to the game, this leads to duplicated calculations in the update part cause i have to update both the "character" sprite and his shadow; - (2) Add the shadow as a child sprite of the "character", this leads to having the shadow on top of the sprite instead of back to it; - (3) Add the "character" sprite
  11. Hello, I've created a standard shadowGenerator with var shadowGenerator = new BABYLON.ShadowGenerator(512, light) - after pushing in it multiple objects I've noticed automatic quality decreasing, like that number 512 becomes lower and lower. For example 1 box: https://www.babylonjs-playground.com/#8NWA0U The same with only 100 boxes: https://www.babylonjs-playground.com/#8NWA0U#1 You see the difference. Testing shows 512 becomes ~24 -> 20 times less. Is that true that there is a fixed count of "rays" for calculating shadows? Because the more objects I have -
  12. Hi, I get weird shadow for my imported mesh: https://www.babylonjs-playground.com/#DCU3PP#3 Here is a stl version: https://www.babylonjs-playground.com/#DCU3PP#2 Any ideas how to fix it? Thank you very much!
  13. Hello, Playing with shadows - https://www.babylonjs-playground.com/#JI41I3 Several issues: 1. Why there are no soft shadows? 2. How do I remove this ugly black square around box/torus on the ground? I've noticed it after switching to the latest babylon.js version. If you comment out the line "shadowGenerator.useBlurExponentialShadowMap = true;" - black square will disappear and shadows will appear, but not soft. 3. If you comment out "shadowGenerator.useBlurExponentialShadowMap = true;" and uncomment "shadowGenerator.usePoissonSampling = true;" - poison shadow appears,
  14. I am loading a mesh from a babylon file The mesh has a skeleton. The shadow casted by it is not proper. See file "with_skel.jpg" to check the shadow casted. Now if i remove the skeleton by doing mesh.skeleton=null; The shadow is proper. See file "without_skel.jpg" I was able to reproduce the issue in playground but wasn't able to save the code. I got the error message "file too big" when trying to save. The code is a little large as it has an embedded scene file. So I have attached the code here. See file "playground_code,txt" Copy the code to pl
  15. I'm using a custom material which is pretty similar to the ground material used in WorldMonger demo. The problem is that I don't get a shadows on it. Well it's not a big surprise, because I'm overriding the _effect property of the base material. The question is how can I get both my effect with a base material effect without copy-pasting the code from base material. I mean how can I get shadows while using additional effects?
  16. Hi guys. I have a little problem, and I'm confused ) Let me explain what I have to do, and what I did, and please tell me where I wrong. I did a ground with multiple textures, for this, I used a shader. All clear. Now I have to add shadows, but first I tryed to understand how it works lights in shader, and this is almost clear . Here you have a wonderfull playground, where I try to show you what happened to me. The light is draggable. http://www.babylonjs-playground.com/#1TWMLX So I have a light which rays shines the ground, but I want that the darkness of light to be more black. The
  17. Hi everyone I have some weird issue using shadows in Babylon. Please take a look at the sample below : http://www.babylonjs-playground.com/#ITTNDX#1 It seems that the shadow is not cutted off properly ! it still appears even if the object goes under the ground. Is there anything to do to fix that ? Thanks for your time A
  18. Hey Folks! In our scene we have some images with transparency on quads. The transparency is just used to mask the silhouettes of the image, so we have no larger half- transparent areas. So far we used the default shader for this, which produced nice silhouettes. All these Objekt are registered in a shadow generator from which we extract the shadow map an pass it in a custom shader. After writing our own shader for the images we ran into a problem: The shadow generator now only takes the quad into account, not the transparency of the image. Therefor the shadows of
  19. Hey! I wanted to know if the library has been updated yet to perform this function, as I found a couple of post from 2014 talking about it being in future updates @Deltakosh, An example post I found and wanted to know if it's here as would be suuuuuper useful to me right now in my current project build, if you know of another way also of it being done please let me know, please find the babylon playground link and youtube video of my build as my textures are not very good at working! https://www.babylonjs-playground.com/#80E5N5
  20. Hi, i have a question about shadows, is it possible to let a mesh cast shadow on it self? Currently I can make a tree looking like the first picture, but in this case the 3d deep looks not that good. I looking for a solution I can get a tree like the second picture. Thanks for your help Mirco
  21. Part 6 of my tutorial series on making Slither.io is here! https://loonride.com/learn/phaser/slither-io-part-6 Check out the demo: https://loonride.com/examples/slither-io/part-6/ Enjoy!
  22. can't see any shaodw on my mobile phone for this pg http://playground.babylonjs.com/#TM2NLD#7 but this demo works pretty good http://www.babylonjs-playground.com/?15 don't know why, would you guys please give me a hand?
  23. Hy gangs, how's your day been? i saw a post on how to cast shadow of a texture from a plane onto a surface using the pointlight, i've been looking for that post but i couldn't find it, i should have followed the discussion trend
  24. Hi, I'm trying to make a light: has fixed position relative to the viewer (camera); casts shadows. I set camera as the light's parent to achieve (1). But the shadow seems not updated as camera orbits. Playground: https://playground.babylonjs.com/#GWK0TQ Can I tell the shadow map to refresh? Thank you very much!
  25. Dear Babylon JS community, we as a company have decided, that we want to use Babylon JS for a larger project. For this we have specific requirements for what the shaders have to be able to do. I will first state the problem I am trying to solve and then give the context, for possible alternative solutions. PROBLEMS: For our more complex shader computations we want to integrate shadows from at least one shadow-generator in a custom shader. For reasons of confidentiality I can not submit our current project code, that is why I created this test playground: http://www.babylonjs
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