qqdarren Posted February 19, 2016 Share Posted February 19, 2016 I copied the code from the playground procedural textures sample, and it worked (*) with my old babylon.min.js (1.9 or 2.0): var fireMaterial = new BABYLON.StandardMaterial("fontainSculptur2", scene); var fireTexture = new BABYLON.FireProceduralTexture("fire", 256, scene); fireMaterial.diffuseTexture = fireTexture; fireMaterial.opacityTexture = fireTexture; But when I switched to babylon.max.js, version 2.3, I get: "TypeError: BABYLON.FireProceduralTexture is not a constructor" (everything else in 2.3 seems to work) *:Well, it seemed weird, which was why I tried the latest babylon code. But, in fact I just needed to play with uScale/vScale. Quote Link to comment Share on other sites More sharing options...
jerome Posted February 19, 2016 Share Posted February 19, 2016 All the materials and procedural texture moved from the core to a side library : https://github.com/BabylonJS/Babylon.js/tree/master/proceduralTexturesLibrary/proceduralTextures So just a tag script into your html code to download the fire procedural texture : http://babylonjs.com/libs/babylon.fireProceduralTexture.min.js webGLmmk and Venerated1 2 Quote Link to comment Share on other sites More sharing options...
qqdarren Posted February 19, 2016 Author Share Posted February 19, 2016 Thanks Jerome. That ought to be mentioned more clearly in the changelog, especially as the playground examples still work; I'd thought things being removed was the difference between the "max" and the "core" versions. I just realized I could've looked at the playground source. So, for anyone else, here is the full list of Playground includes: <script src="http://www.babylonjs.com/cannon.js"></script> <script src="http://www.babylonjs.com/Oimo.js"></script> <script src="http://www.babylonjs.com/babylon.js"></script> <script src="babylon.fireMaterial.min.js"></script> <script src="babylon.waterMaterial.min.js"></script> <script src="babylon.lavaMaterial.min.js"></script> <script src="babylon.normalMaterial.min.js"></script> <script src="babylon.pbrMaterial.min.js"></script> <script src="babylon.skyMaterial.min.js"></script> <script src="babylon.triPlanarMaterial.min.js"></script> <script src="babylon.terrainMaterial.min.js"></script> <script src="babylon.gradientMaterial.min.js"></script> <script src="babylon.furMaterial.min.js"></script> <script src="babylon.brickProceduralTexture.min.js"></script> <script src="babylon.cloudProceduralTexture.min.js"></script> <script src="babylon.fireProceduralTexture.min.js"></script> <script src="babylon.grassProceduralTexture.min.js"></script> <script src="babylon.marbleProceduralTexture.min.js"></script> <script src="babylon.roadProceduralTexture.min.js"></script> <script src="babylon.starfieldProceduralTexture.min.js"></script> <script src="babylon.woodProceduralTexture.min.js"></script> Venerated1 1 Quote Link to comment Share on other sites More sharing options...
qqdarren Posted February 19, 2016 Author Share Posted February 19, 2016 BTW, the lavaMaterial needs a way to specify the amplitude, i.e. it currently has a hard-coded (?) dependency on world coordinates. E.g. http://playground.babylonjs.com/#1BLVWO#3 (I took the example and reduced the plane dimensions by 1/100th, and moved the camera closer.) And the "pbr" material page (http://doc.babylonjs.com/extensions/pbr) is missing. Or the link in the changelog is wrong... the http://doc.babylonjs.com/extensions/ page links to a different 404: http://doc.babylonjs.com/extensions/extensions/Physically_Based_Rendering Hhmm, there quite a few 404s from the links on that page, so maybe someone is working on it at the moment? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 19, 2016 Share Posted February 19, 2016 http://doc.babylonjs.com/extensions/Physically_Based_Rendering is the right one qqdarren 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 19, 2016 Share Posted February 19, 2016 @Temechon for the lava question Quote Link to comment Share on other sites More sharing options...
Temechon Posted February 19, 2016 Share Posted February 19, 2016 Use lowFrequencySpeed : http://playground.babylonjs.com/#1BLVWO#4 Quote Link to comment Share on other sites More sharing options...
qqdarren Posted February 19, 2016 Author Share Posted February 19, 2016 Thanks Temechon. That is part of it, but still not quite what I had in mind. I moved the camera closer, and restored the 100 subdivisions on the plane. I expect this: http://playground.babylonjs.com/#1BLVWO#5 to look identical to this: http://playground.babylonjs.com/#1BLVWO I'm also wondering how to get the same appearance when the ground is 2000 x 200, or 200 x 2000. (It looks like uScale and vScale have no effect.) Quote Link to comment Share on other sites More sharing options...
Venerated1 Posted March 16, 2017 Share Posted March 16, 2017 Once again Jerome saves me. My <head> now also includes: <script src="https://babylonjs.azurewebsites.net/lib/babylon.fireMaterial.min.js"></script> <script src="https://babylonjs.azurewebsites.net/lib/babylon.fireProceduralTexture.min.js"></script> http://playground.babylonjs.com/#HYFQJ#13 if anyone is interested in what wouldn't work before I figured this out. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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