TomaszFurca Posted April 19, 2017 Share Posted April 19, 2017 Hi, when we want to change pixel graphics to low poly something went wrong... This is grpahics from bledner: https://ibb.co/dok6J5https://ibb.co/fOrfd5 After import it to babylon, looks that: https://ibb.co/dQA1kkhttps://ibb.co/m6pu5k What i need to change to get better quality of imported meshes? Also tress builded using particle system is not visible in babylon after import scene. Best Tom Quote Link to comment Share on other sites More sharing options...
gryff Posted April 20, 2017 Share Posted April 20, 2017 @TomaszFurca ; Hi Tomas, welcome to the BJS forum I'm not sure from the pictures what you mean by : "better quality of imported meshes" but perhaps I can help with 3 hours ago, TomaszFurca said: Also tress builded using particle system is not visible in babylon after import scene The Blender Babylon Exporter (BBE) does not export particle systems. I assume you are creating trees using a "hair" particle system with a tree object that replaces the hair and perhaps you are using vertex groups/weight painting to place the trees in certain areas of a terrain only.. When you are satisfied with the trees and coverage of your terrain, go to the "Modifiers" tab (the little wrench/spanner), find the Particle system you are using for the trees and press the CONVERT button. This converts the system to actual meshes - actually "duplicate linked meshes" - which will be exported in the .babylon file as "instances" which will be quite efficient in your BJS scene. Hope that helps with the trees cheers, gryff Quote Link to comment Share on other sites More sharing options...
TomaszFurca Posted April 20, 2017 Author Share Posted April 20, 2017 Thanks for help with particle system. Problem with graphics i there: https://ibb.co/m6pu5khttps://ibb.co/dQA1kk All graphics are plastic, rounded and looks bad, in this screen you can see model from bledner: https://ibb.co/dok6J5 Quote Link to comment Share on other sites More sharing options...
V!nc3r Posted April 20, 2017 Share Posted April 20, 2017 Some basics tips : in Blender, set all your objects in shading smooth and tweak their, or check Use Flat Shading in mesh option if mesh don't have to be smooth if you have static lighting and if you work in standard material workflow, bake textures (lightmap or complete-map for example), if you work in PBR workflow... I haven't try it yet of course, like every 3DRT engine, you have to tweak materials and lighting directly from engine (with editor or javascript), not from 3d modeler. Quote Link to comment Share on other sites More sharing options...
TomaszFurca Posted April 20, 2017 Author Share Posted April 20, 2017 Finally i load map with tress and low poly graphs similar to blender quality. Do you have any tips to show graphics in better quality? After save scene with tress, grass and many other small details I have 2050 meshes, so FPS dramatically fall down. Should i generate forest or meadow using SPS? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted April 20, 2017 Share Posted April 20, 2017 A Blender solution is to merge the tree parts (wood & leaves), and grass blades (select then cntrl-J). You would then only have 3 meshes. I had just been looking at Blender Hair particle systems. @gryff, this is a "regular" particle system. The Javascript overhead of managing 2050 objects in the render loop, then draw call overhead is crippling your scene. As long as the individual wood, leaves, or grass meshes do not move, there is no reason to pay for the overhead. Instances only reduce the draw call overhead. Quote Link to comment Share on other sites More sharing options...
gryff Posted April 20, 2017 Share Posted April 20, 2017 1 hour ago, JCPalmer said: The Javascript overhead of managing 2050 objects in the render loop, then draw call overhead is crippling your scene. Agreed Jeff First thing I would do for such a scene is ask, "Do I need all those 2050 objects?". Then look at ways that they could be reduced and or instanced. Here is a scene I have been working on recently (not optimized for structure - trees growing out of rocks ): Wooded Terrain It has 378 meshes - most created with the hair particle system then CONVERTed to instances for export. According to the sandbox - maximum of 10 drawcalls There are 100 trees, ~175 rocks (3 materials/vertex types) and 50 little bushes + plus some other stuff If you look at this image @TomaszFurca posted : image, Is each blade of grass a separate mesh? There are ways to create grass with two crossed planes often used in games and Second Life. My first instinct would be to analyze the scene and look for efficiencies. cheers, gryff . Quote Link to comment Share on other sites More sharing options...
TomaszFurca Posted April 20, 2017 Author Share Posted April 20, 2017 Thanks for replayes and help. Now perfomance problem is resolved. Light are OK too. But i don't know why objects like stone, tress, grass are in worst quality in babylonJS than blender. Also we tested (me and my cousin) scene in Unity, all objects are in good quality. Check screens: Bledner:https://ibb.co/mVKZo5 Babylon:https://ibb.co/iAUpMQ Quote Link to comment Share on other sites More sharing options...
gryff Posted April 21, 2017 Share Posted April 21, 2017 @TomaszFurca : well looking at your Babylon image, I assume that maybe improving the shadows is one possible improvement you are looking for. I don't know how you are coding those shadows but take a look at this tutorial and playground If those are insufficient for improving the look of the scene, then you could bake the shadows into the terrain texture in Blender. But a question about that babylon scene. According to the debug windows, you have 71 total meshes but 202 draw calls. Why? cheers, gryff Quote Link to comment Share on other sites More sharing options...
jeremybyington Posted April 22, 2017 Share Posted April 22, 2017 I am out of my realm with the Blender talk, but I just want to throw something really simple out there...did you set adaptToDeviceRatio to true in your BABYLON.Engine parameters? Quote Link to comment Share on other sites More sharing options...
TomaszFurca Posted April 22, 2017 Author Share Posted April 22, 2017 The main problem was camera, when i change it to orthographic, graphics looks better - i don't know why camera wasn't exported from bledner to babylon. Actual results you can check in http://babylon.furcatomasz.pl/ WASD - control player space - attack arrows to modify camera multiplayer is implemented too, but buggy when connect more then 2 players Actual graphics quality is acceptable Thanks for replays Quote Link to comment Share on other sites More sharing options...
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