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Found 4 results

  1. Hey Guys I have an issue with gradientMaterial. Here is a basic playground where everything is fine : https://www.babylonjs-playground.com/#2IFRKC#8 If I use a DirectionalLight instead of HemisphericLight, the material become much darker and the gradient is already almost not visible : https://www.babylonjs-playground.com/#2IFRKC#9 And if I change the sphere for a plane or a cylinder, the gradientMaterial become only dark : https://www.babylonjs-playground.com/#2IFRKC#10 Does this mean we can't use gradientMaterial with directionalLight? Thanks Pichou
  2. Hey everyone, I am trying to add a basic shadow in scene with directionnalLight but it doesn't seem to work after all kind of tests. I tried to get inspiration from other playgrounds : https://www.babylonjs-playground.com/#1KF7V1 https://www.babylonjs-playground.com/#IIZ9UU And I even went in the source code of this great example : https://www.babylonjs.com/demos/advancedshadows/ I create one that is not working and where I can't see the difference with other scenes : https://playground.babylonjs.com/#TWANP3 It seems very basic but I just can't see the problem. Thanks, Pichou
  3. Hello guys ! i was working with groundmaterial several weeks already , but i recently noticed that "DirectionalLight" is not a good friend of "WORLDMONGER.GroundMaterial" i hope i am wrong , but i was experimenting with endless landscapes and i noticed that when i go far from the point 0 , 0 , 0 of my scene the diarectionallight doesn't iluminate with the same intensity when i go far away from point 0 , 0, 0 when i use the GroundMaterial i set the directional light this way : var light = new BABYLON.DirectionalLight("dir01", new BABYLON.Vector3(0, -1, 0), scene); light.intensity = 1.0; and i am using the groundmaterial as : var groundMaterial = new WORLDMONGER.GroundMaterial("groundMaterials", scene, scene.getLightByName("dir01"); ----------------------------------------------------------------------------------------------------------------- Now when i use a the StandardMaterial : var groundMaterial = new BABYLON.StandardMaterial("ground0", scene); groundMaterial.diffuseTexture = new BABYLON.Texture("shaders/Ground/grass.png", scene); and i move far from the point 0, 0, 0 it works perfect and iluminates with the same intensity for example if i were some kilometers far away from the point 0,0 as it would be on the point 0,0 is this really something related to groundmaterial? , or i should use some trick to have kilometers of my scene with the same intensity in light using directionallight and groundmaterial? i have already tried using the scene.registerBeforeRender(function() to have the directionallight follow the camera but i don't think it is a good solution , i guess the DirectionalLight should iluminate the same ortogonal way even if i am far away from the initial location point of the directionallight.
  4. Hi ! My question is in the title ! I've been testing with a moving pointLight, but its lighting still 'updates' either set to true or false. I wonder what needRefreshPerFrame does exactly just curious !
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