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meteoritool's Achievements
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meteoritool reacted to a post in a topic: waterMaterial problem
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meteoritool reacted to a post in a topic: waterMaterial problem
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Dad72 reacted to a post in a topic: waterMaterial problem
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Hello again @Deltakosh If I may insist one last time, I finally came across the "problem". In the official demo from the water doc, the water mesh is created with BABYLON.Mesh.CreateGround() ans is perfectly correct : https://www.babylonjs-playground.com/#1SLLOJ#19 But if the water mesh is created with BABYLON.Mesh.CreatePlane() it's different : https://www.babylonjs-playground.com/#1SLLOJ#549 I accidentally noticed that, thus my problem is solved ! But I still wonder why the result is not the same ?
- 6 replies
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- reflection
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@Deltakosh Thx for looking at it I've tried to set waterMaterial.fresnelSeparate to false but I can't notice a difference ? I could notice that the more the camera is high, the more the "limit" seems to move away... Somehow I need the camera to stay at low altitude in my scene ? It's hard to describe so I set up a page to display wheat I mean : https://www.orbis-somnium.com/production/zBugs/181210/indexWaterProblem.html If you just move back and forth, you'll notice it Is there a way to fix this ? Or what's the right way to handle water ? Any advice is welcome ^=^
- 6 replies
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- reflection
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Hello 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 ?
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meteoritool reacted to a post in a topic: Interactive facial expressions of my housemate
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Sebavan reacted to a post in a topic: How to change the orientation a plane according to ground orientation
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jerome reacted to a post in a topic: How to change the orientation a plane according to ground orientation
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Hey, I fixed the boi to have correctly oriented footsteps, finally Updated PlayGround: https://www.babylonjs-playground.com/#95PXRY#52 As always, the solution was simple, but it took time and many tries and researches ? #1> When rayPicking, performance is better if the ground has less vertices/subdivisions. Same for decals creation. #2> To achieve correct orientation of the footprints, see line 99 in the PG, i leave the decals' normal option blank instead of "pickingInfo.getNormal()" then, decals' angle = -character.rotation.y I hope it will help others too ^^
- 10 replies
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- decals
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Thanks for your answers ! I could go on building the Playground and here it is now, with even more questions : https://www.babylonjs-playground.com/#95PXRY#51 # Click somewhere on the ground to animate the Character # What it does : - an animated cursor mesh (disc) at the position of the picked point appears. It's rotation/orientation is deduced from the ground's normal in order to fit to the surface's orientation. - a character mesh moves from it's standing position to the picked point. While moving, the character's 'position.Y' is deduced from the ground's altitude thanks to a ray.picking. - footprints are created with 2 animationEvents (when each foot hit the ground) when the character walks. Decals are created by ray.picking the ground from the feet position. I have two questions : #1 rayPicking the altitude on each frame seems to really hit the performance very badly... Is there a better way -other than physics/collisions- to handle the characters's altitude ? #2 The most important question ? after several tries, I really have difficulty orienting the footprints decals correctly... How can I make the footprints be aligned with the character's direction ? Also, creating a decal seems to freeze the fps each time.. How to improve that ? The code is maybe a bit messy, but if someone knows how to do the tricks, this would be super cool as I'm really stuck on this small thing here like pulling my hair lol
- 10 replies
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- decals
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meteoritool reacted to a post in a topic: .infiniteDistance seems broken on latest version
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Sebavan reacted to a post in a topic: How to change the orientation a plane according to ground orientation
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Wingnut reacted to a post in a topic: How to change the orientation a plane according to ground orientation
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Hello, This PG has a skybox with .infiniteDistance set to True. https://www.babylonjs-playground.com/index.html#7G0IQW#69 It looks like the latest preview release of BJS has .infiniteDistance broken, running the PG on latest stable version seems okay though... I guess it might be a bug ???
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Ok thanks a lot for your answers ! I will use Decals for footprints, and facetData for the cursor pointer. Thank you very much for enlightening my day ! The BJS community ROCKS !!!!! Here's a screenshot BEFORE I add the features, I will post a screen when I have figured out how to best implement everything, KUDOS !
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@Wingnut @sable Thx for your answer ? ".setDirection" might be the obvious way I've been missing all along, thx for that. But maybe facet normal would be even better : I'd like to display footsteps textures where my characters feet hit the ground when he walks in dunes... I would also like to display a cursor/marker sprite where the user click ton the ground. Both will be Plane Meshes and I need them to fit the ground orientation at precise points. How to use facet normals ?
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meteoritool reacted to a post in a topic: How to change the orientation a plane according to ground orientation
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meteoritool reacted to a post in a topic: How to change the orientation a plane according to ground orientation
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Hello ! I need some help, after looking through many threads relating to rotation/orientation/translation, I still couldn't manage to find a solution... I made a playground : There is a Ground with a height map, when you click on the ground, a flat Plane appears where you click. With pickingInfo, I could modify the position of the plane, but I'd like also the plane to change its orientation to match the orientation of the ground. https://www.babylonjs-playground.com/#95PXRY#28 Any help with this script would be greatly appreciated ?
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- decals
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meteoritool reacted to a post in a topic: Deltakosh out for 2 weeks
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meteoritool reacted to a post in a topic: From Blender to Babylon: lightmap workflow
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NasimiAsl reacted to a post in a topic: make environment Map texture from Playground Scene
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make environment Map texture from Playground Scene
meteoritool replied to NasimiAsl's topic in Announcements
This is awesome piece of code ! FYI, It seems impossible to right-click - save image when using Safari on macOS 10.12. But it works on Firefox and Chrome, I also noticed it renders much faster on Chrome. ? -
meteoritool reacted to a post in a topic: make environment Map texture from Playground Scene
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meteoritool reacted to a post in a topic: GUI.Image .stretch set to NONE seems effectless
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Hi, Not sure if this is bug... I noticed BABYLON.GUI.Image.STRETCH_NONE does not result as expected : "Use original size". https://www.babylonjs-playground.com/#XCPP9Y#661
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Bug since latest preview release (animation related ???)
meteoritool replied to meteoritool's topic in Bugs
Here's PG based on the weighted animations demo : https://www.babylonjs-playground.com/#IQN716#26 Wait for the model to load, it should be idle. All 3 weighted animations are begun and stored in an Javascript array animsCont[ ] Clicking anywhere on the scene should trigger an anmation change by setting animsCont[1].weight It used to work fine but lately it has returned the error this PG is showing... -
It might be that , as for now, the GlowLayer feature is still in preview version of BJS. Have you tried getting your BJS file from : master/dist/preview release ???
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Hi, Latest preview release has a 'fatal' bug for my scene, it's unclear on why, but it is triggered when my character should move. Here's the console log : Uncaught TypeError: Cannot read property 'm' of undefined at e.multiplyToRef (babylon.js:2) at Function.e.ComposeToRef (babylon.js:2) at i._processLateAnimationBindingsForMatrices (babylon.js:13) at i._processLateAnimationBindings (babylon.js:13) at i._animate (babylon.js:13) at i.render (babylon.js:14) at index2.js:116 at n._renderLoop (babylon.js:6) My guess is that it's probably a bug since it used to work before last update... Thanks for your help !
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trevordev reacted to a post in a topic: Default Pipeline [Depth of field, bloom, grain, chromatic aberration, MSAA]
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Hi, This pipeline is great ! Thank you for sharing !!! I've noticed a strange behavior when using default pipeline with HDR set to "true" and a mirrorTexture : Here's a playground with a mirror and HDR set to "false" : https://www.babylonjs-playground.com/#1YAIO7#33 => reflection is fine Same playground with HDR set to "true": https://www.babylonjs-playground.com/#1YAIO7#34 =>lighting in the reflection is different (darker) Is this the normal behavior ?