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Showing results for tags 'opacity'.
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Is there any way to use opacity of stroke in Phaser? Like we can apply these features on Phaser.Text let style = { font: "Arial", fill: "white", stroke: "#000000", strokeThickness: "16", fontSize: "24px" }; But how to add opacity to stroke, something like strokeOpacity?
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The new GlowLayer doesn't seem to work when an opacityTexture is applied to a mesh that also has an emissiveColor. See PG https://www.babylonjs-playground.com/#ID4XRY When opacityTexture is commented out then the glow returns. Is this a bug or just a limitation of the technology at present? Or have I missed something?
- 3 replies
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- glowlayer
- opacitytexture
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Howdy, Is it possible to use the new glow layer with material alpha and the opacity fresnel parameters? Seems as though every time I enable opacityFresnelParameters or alpha on a material, the glow no longer works. See this playground: https://www.babylonjs-playground.com/#LRFB2D#13 If you uncomment lines 12-17 the glow layer stops having an impact. Am I doing something dumb? Thanks, JPS
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When the text isn't in center on transparent plane, we can't see the text. I would like the same opacity between the two texts. Have you some idea, please ? https://playground.babylonjs.com/#8WC0U7 -I tried to put a light on the side, it doesn't work -I tried to raise the altitude of the text, but the text will be very far from the plane
- 2 replies
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- advanceddynamictexture
- gui
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Hi New to babylon.js and I'm trying to set an visibility value to a mesh in my scene, such that I can animate the visibility to zero. The scene has been exported from Unity in to Babylon. The object in question is actually a typical Unity GameObject, whose child GameObjects all have Mesh Renderers and materials attached. So the main parent GameObject has nothing other than its inherent transform, and therein lies the problem: when in Babylon, this object has visibility:0 and no material object (in other words, it resembles the GO in Unity). What's kinda interesting/strange (to me) is that the parent GO in Babylon has visibility:0 already, yet I can see the child objects no problem. Thus changing the value of visibility of the parent GO in Babylon has no effect on the visibility of its children. I suspect this is more to do with Unity than Babylon, however. In Unity I have a similar problem if I try to animate the opacity of one of the GO's children. I think it comes down to the shader being used for the material - the one I have at the moment (Mobile/Diffuse) does not appear to present a parameter for colour and opacity, thus opacity can not be adjusted not even in Unity. For my own understanding, however, is there a way I can easily change the visibility/alpha/opacity of the parent object in Babylon that will also affect the child objects, or would I have to iterate through every child and animate their visibility values individually? Or is it really the case that I need to change how my Unity scene is constructed before Babylon an help at all? A visual of the object structure in Unity is here. Cheers
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Edit: The solution to get Sprite2D with transparent areas working is to set "hasAlpha" on the Texture to "true". --- Hi, I want to use sprites2d (in canvas2d) made from png files that have transparent areas. expected behavior: Transparent areas are rendered transparent actual behavior: transparent areas are rendered not transparent It gets super weird, if I set opacity on the sprite to 0.999 everything works fine. Working, with opacity 0.999 http://www.babylonjs-playground.com/#DSJDT#11 no longer working with opacity 1.0 (or opacity removed): http://www.babylonjs-playground.com/#DSJDT#12 I will use the 0.99 opacity workaround for now., but this seems buggy - I would like my sprite to be rendered according to the alpha channel, and it's weird that this only seems to happen if I set opacity to 0.99. Maybe I missed another property?
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[Resolved] Seperate UVs for diffuse and opacity textures
Flake posted a topic in Questions & Answers
Hi friends, I searched for a while, but because of the fairly common search terms I might have missed the info I'm looking for in which case I apologies. I want to use seperate/different UVs for diffuse and opacity textures in the StandardMaterial. Is this a thing that is possible, or would I have to modify the source? As always, thanks for using you're precious time to help a pleb like me. let mesh = new BABYLON.Mesh("face", scene); let vertexData = new BABYLON.VertexData(); mesh.material = mat; //set positions, indices, normals vertexData.uvs = normalTextureUVs; vertexData.uvs2 = alphaTexUVs; vertexData.applyToMesh(mesh, 1); let mat = new BABYLON.StandardMaterial('blup', scene); mat.diffuseTexture = new BABYLON.Texture('./thing.png', scene); mat.opacityTexture = new BABYLON.Texture('./alpha.png', scene); mat.uv = vertexData.uvs2; // <<<< This is what I'm looking for :) -
Hey all! I'm having a hard time with opacityTexture. Hair just seem to "flip" somehow. I'v attached some images so you can see the difference. Any idea what might cause that kind of behavior? Code: var material2 = new BABYLON.StandardMaterial("texture2", scene); material2.diffuseTexture = new BABYLON.Texture("data/models/hair.png", scene); material2.opacityTexture = material2.diffuseTexture; material2.backFaceCulling = false; hairModel1 = newMeshes[1]; hairModel1.material = material2;
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I'm trying to display 3-dimensional maps with overlays, in the same way as it possible, for example, with leaflet.js. I have created a sample in the playground: http://www.babylonjs-playground.com/#HJMHU#7 This displays my region with an overlay for the highwater risk areas. If you wait a little the blue areas disapear. But also the shaded relief disapear. I have tried a lot with different textures of the material and different lights. I have even looked into BABYLON.Effect.ShadersStore. But I haven't found a better solution yet. Is there a better way to get such fading textures? (If possible without low level C source code) You can see it implemented on our site http://hmsmap.com/3d/?x_anz=3&y_anz=3&z=11&lat=51.9547&lng=8.2387&tp=OpenStreetMap&op=HW_Gefahrenkarte Use the second slider in the footer to change the opacity.
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Linesmesh does not seem to have semitransparant option. It is shown or it is invisible. (LinesMesh.visibility = 0.5 has no effect). I have unsucessfully with animated visibility nor with material.alpha. Animation itself works. How do I make it smooth fade from visible to invisible ?
- 5 replies
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- LinesMesh
- transparency
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Is there a way to make text less opaque? I've tried setting an opacity property and an alpha property on text when creating it, ala this example: game.add.text(game.world.centerX, game.world.centerY, "Test text!", { font: "65px Arial", fill: "#ff0044", align: "center" alpha: 0.5, opacity: 0.5 });But that doesn't seem to work.