Pab144 Posted October 20, 2017 Share Posted October 20, 2017 Wassup Guys, Is there a way to add ambient texture to the Fur Material? Reasons: I'm using the Fur material to generate realistic looking grass (see pic) and it's all kinds of awesome. I was hoping however that there was a way to add Ambient Textures to this material so I could use baked shadows. Please help Babylon Kenobi, you're my only hope. Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted October 21, 2017 Share Posted October 21, 2017 interesting but what fps you have? now Quote Link to comment Share on other sites More sharing options...
Pab144 Posted October 21, 2017 Author Share Posted October 21, 2017 it actually doesn't affect performance that much. I only lost about 8 fps. Thing is I can't add ambient texture to the Fur Material so I can't use my nice baked shadows from vray. Quote Link to comment Share on other sites More sharing options...
Pab144 Posted October 21, 2017 Author Share Posted October 21, 2017 Okay so I found a viable solutions. Complete Map(Diffuse and Ambient get baked into one map) plus a high number for the furDensity parameter. Code below. var grass = scene.getMeshByName("site-grass-1"); var grassMaterial = new BABYLON.FurMaterial("grass", scene); grassMaterial.furLength = 2; grassMaterial.furAngle = 0; grassMaterial.furColor = new BABYLON.Color3(1,1,1); grassMaterial.diffuseTexture = new BABYLON.Texture("assets/Alberino/site-grass-complete.jpg", scene); //COMPLETE MAP RENDERED IN VRAY BUT BLENDER OR SCANLINE WILL DO TOO grassMaterial.diffuseTexture.coordinatesIndex = 1; //THIS PART IS KEY DEPENDING ON WHICH CHANNEL YOU BAKED YOUR MAP INTO grassMaterial.furTexture = BABYLON.FurMaterial.GenerateTexture("furTexture", scene); grassMaterial.furSpacing = 6; grassMaterial.furDensity = 250; //THIS IS WHERE THE MAGIC HAPPENS, THE HIGHER THIS NUMBER THE MORE GRASS BLADES grassMaterial.furSpeed = 800; grassMaterial.furGravity = new BABYLON.Vector3(0, -1, 0); grass.material = grassMaterial; var quality = 30; var shells = BABYLON.FurMaterial.FurifyMesh(grass, quality); See pic for final result. PS: some Photoshop editing might be required to get difference between light/dark areas of the complete map just right. JohnK, NasimiAsl, Dad72 and 4 others 7 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 23, 2017 Share Posted October 23, 2017 This is really beautiful Quote Link to comment Share on other sites More sharing options...
Pab144 Posted October 25, 2017 Author Share Posted October 25, 2017 Thanks, Delta, I will share link to the scene when I'm done with it. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.