GameMonetize Posted November 23, 2015 Share Posted November 23, 2015 Everything is here: http://doc.babylonjs.com/overviews/Physically_Based_Rendering Have fun! Dad72, davrous, Vousk-prod. and 11 others 14 Quote Link to comment Share on other sites More sharing options...
jerome Posted November 23, 2015 Share Posted November 23, 2015 Sa race velue !!! Boz 1 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted November 23, 2015 Share Posted November 23, 2015 Wouaw, powerful Quote Link to comment Share on other sites More sharing options...
davrous Posted November 23, 2015 Share Posted November 23, 2015 We're now looking for your contributions to build awesome scenes using this new material Quote Link to comment Share on other sites More sharing options...
monkeyface Posted November 23, 2015 Share Posted November 23, 2015 Wooohooo! I think the spheres need more faces though.. Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted November 23, 2015 Share Posted November 23, 2015 Excellentissime !!!! Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted November 23, 2015 Share Posted November 23, 2015 We're now looking for your contributions to build awesome scenes using this new material I have just been barely hanging on with this topic, though I could have sworn I modified its vertex shader for variable bone influencers. Found the shader moved to the materialsLibrary tree, & it does support bones. I can find no reference to PBRMaterial in FileLoader to load them. I have a lot of changes for Blender exporter in progress (variable bone influencers wt intelligent reduction maybe, skeleton vertex optimization, shape keys (for TOB), baking using existing UV, texture resolution reduction (not working), sharable materials across .babylons wt assignable namespaces). Once I get these into production, want to look at how PBR might map, and/or be checkbox option. Is there a plan to load them from a .babylon? WolfKodi 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 23, 2015 Author Share Posted November 23, 2015 Yes there is:)I will soon update the loader to be able to load not only stdMaterial Quote Link to comment Share on other sites More sharing options...
Stvsynrj Posted November 23, 2015 Share Posted November 23, 2015 @davrous, no problems, just ask ! http://synergy-development.fr/wobble/ bumpless : http://synergy-development.fr/wobble/no_bump.html [EDIT]Added a torus to test the "probe" thing jerome, Dad72 and GameMonetize 3 Quote Link to comment Share on other sites More sharing options...
jerome Posted November 24, 2015 Share Posted November 24, 2015 saybô. Quote Link to comment Share on other sites More sharing options...
Kesshi Posted November 27, 2015 Share Posted November 27, 2015 It would be nice to have a typscript definition of the PBRMaterial in "materialsLibrary/dist".That would make it easier to use it in typescript projects. Quote Link to comment Share on other sites More sharing options...
Kesshi Posted November 27, 2015 Share Posted November 27, 2015 One more thing.How can i adjust the strength of the reflection if i set a reflection texture?Look at this example: http://babylonjs-playground.com/#QQVN7Both materials should be completly black with no reflection but the one with the reflection texture has very strong fresnel reflections.I was expecting that the reflectionTexture gets multiplied with the reflectionColor ... or some kind of reflectionPower parameterAt the moment i would have to create different versions of the reflectionTexture to have different reflection strength ... that is a no-go in my case. Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted November 27, 2015 Share Posted November 27, 2015 After some deep testing I also have some things to point out concerning speculars, param naming and bump. DK, I'll send you as soon as possible a recap email as usual. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 28, 2015 Author Share Posted November 28, 2015 Yep working on some renaming Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 28, 2015 Author Share Posted November 28, 2015 @Kesshi: the PBR is part of the mat library in order to make it easier to edit/update but for your specific ask, just use environmentIntensity: http://babylonjs-playground.com/#QQVN7#1 Quote Link to comment Share on other sites More sharing options...
Kesshi Posted November 28, 2015 Share Posted November 28, 2015 @Kesshi: the PBR is part of the mat library in order to make it easier to edit/update but for your specific ask, just use environmentIntensity: http://babylonjs-playground.com/#QQVN7#1Thank you, that should do it :-)About the mat library. I understand that and i like the separation but would it be possible that the build process of the mat library also generates a babylon.pbrMaterial.d.ts file in the dist folder? At the moment i do not have a typescript definition for the materials in the library. Quote Link to comment Share on other sites More sharing options...
Temechon Posted November 28, 2015 Share Posted November 28, 2015 I updated the gulpfile to generate definitions files for all materials. The PR is waiting for approval.Once it is reviewed and integrated, compiling materials will generate a definition file for each material in materialLibrary/dist/dst Quote Link to comment Share on other sites More sharing options...
Wingnut Posted November 28, 2015 Share Posted November 28, 2015 .environmentIntensity I could use a setting like that for my real life. heh Will it take negative numbers? GameMonetize, RichardN, jerome and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Kesshi Posted November 28, 2015 Share Posted November 28, 2015 I updated the gulpfile to generate definitions files for all materials. The PR is waiting for approval.Once it is reviewed and integrated, compiling materials will generate a definition file for each material in materialLibrary/dist/dstThank you. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 13, 2015 Author Share Posted December 13, 2015 Quick update guys: Please wait before using the PBRMaterial as I will rename some properties (diffuse->albedo, etc..) to make it clearer Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 14, 2015 Author Share Posted December 14, 2015 Renaming done...Here is the commit: https://github.com/BabylonJS/Babylon.js/commit/a37cc79ec463431febe398062c2c33e5a7021e54Working on doc right now Quote Link to comment Share on other sites More sharing options...
dbawel Posted December 14, 2015 Share Posted December 14, 2015 Hi DK, I've never really looked into the BJS Master file close enough to see how you are rendering. I assume you're raytracing? Or what methods are you using to sample surface color and attributes? And if you are firing rays (again, I should just look at this), but is there any control of the subdivision of space such as hierachical subtrees to divide space for more efficient firing of rays? Again, assuming you are raytracing - so I might be completely ignorant in my assuptons, but thought it would be easier to simply ask you, the master, what processes are currently ustilized for your fantastic real-time renderer. If my assumptions are correct, I have lots of thoughts on the rendering in babylon - not that they hve any value, of course. And I'm am certainly impressed by the new rendering capabilities, and will look more closely at this in the coming week. Thanks, DB Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 14, 2015 Author Share Posted December 14, 2015 Documentation updated:http://doc.babylonjs.com/overviews/Physically_Based_Rendering PG as well! @dbawel: I'm not doing raytracing but more better interpretation of physics parameter. You should have a look at this doc (I tried to keep it clear but let me know if I failed ) Quote Link to comment Share on other sites More sharing options...
dbawel Posted December 15, 2015 Share Posted December 15, 2015 It's clear as to what you are doing, however it sounds as though you are attempting to emulate light field rendering. Is this what the PBR renderer is attempting to emmulate? If so, this is a huge step forward, and opens up great potential for the future of babylon.js with companies such as Magic Leap - who's displays require light field rendering or a process which can provide similar resulting data for projection. I'm trying to internally "sell" them on WebGL as the standard for mobile real-time rendering. jessepmason 1 Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted December 15, 2015 Share Posted December 15, 2015 Thanks for the renamming DK. @dbawel. You can find lots of information on the Web about PBR, it's a standardised approach used by most of 3D engines on the market (realtime or not).BTW, you're working with MagicLeap ? Wahooo, can't wait to see their new AR device for real ! Quote Link to comment Share on other sites More sharing options...
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