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Showing results for tags 'watermaterial'.
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solved waterMaterial problem
meteoritool posted a topic in Questions & AnswersHello 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 ?
Fire, Water & PostProcess issues...
meteoritool posted a topic in Questions & AnswersHi everyone, I've had issues with some things that I'd like you to review maybe. Here is a simple PG scene, combining two excellent demos : water and fire materials. A candle is over a calm beach, http://www.babylonjs-playground.com/#1SLLOJ#224 #Question 1 : if you move the camera just to look up, right from starting position, you'll notice the reflective texture on water becomes glitchy at the bottom of the canvas. How to avoid that ? Next, I'd like to apply blur post-process, but only on the flame. #Question 2 : Is there a simple way to add/remove mesh from being rendered by the rendering pipeline ? Something like BABYLON.StandardRenderingPipeline.excludedMeshes[ ] ? Here is the result when applying the pipeline : http://www.babylonjs-playground.com/#1SLLOJ#225 #Question 3 : In this example the fireMaterial has trouble rendering its opacityTexture through the StandardRenderingPipeline. Is it a bug ? How to avoid that kind of glitch ? So from my researches, in order to exclude certain elements from being rendered by the pipeline, I have to create multiple cameras with different layerMasks. So only the flame is rendered in the secondCamera : http://www.babylonjs-playground.com/#1SLLOJ#226 #Question 4 : In this example, the waterMaterial becomes invisible, after adding another camera. Also, there seems to be a 'delay' when looking around, between layerMasks, the flame is no more 'attached' to the candle... Anyway let's continue, then adding again the rendering pipeline, but only to the secondCamera : http://www.babylonjs-playground.com/#1SLLOJ#227 #Question 5 : The scene refuses to render if only one camera is applied on the StandardRenderingPipeline.cameras, is it a bug ? Or is it impossible ? Thx for looking into that if you have time
BABYLON.serializeAsTexture() is undefined
Eric McG posted a topic in Questions & AnswersHi, I'm trying to use the waterMaterial as shown in the tutorial found here: http://doc.babylonjs.com/extensions/Water. In the tutorial it refers to the waterMaterial.js file located here: https://github.com/BabylonJS/Babylon.js/blob/master/materialsLibrary/dist/babylon.waterMaterial.js. In the waterMaterial.js file there is a call to BABYLON.serializeAsTexture(). When I use the waterMaterial.js file, my scene (http://n0code.net/bc/csci305/water_scene.html) won't render and complains that BABYLON.serializeAsTexture() is undefined. I'm using http://cdn.babylonjs.com/2-3/babylon.js and can't find serializeAsTexture() defined in the babylon.js file. Can anyone tell me if I'm using the wrong babylon.js file or where I'm going wrong? Thanks!!! ~Eric
How to dispose WaterMaterial with RenderList
Suphi posted a topic in Questions & AnswersWhen i try to dispose a WaterMaterial after a mesh has been added to its RenderList i get: Uncaught TypeError: Cannot read property '_framebuffer' of undefined Working water: http://www.babylonjs-playground.com/#1SLLOJ#6 Not working water: http://www.babylonjs-playground.com/#1SLLOJ#53