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Hi, I'm taking a rather big bite here since I haven't really used TypeScript before, and I have very limited experience with JS and node in general. So I'm not really sure where the fault lies, but I'm pretty sure it's something stupid easy. The problem I have is this: Uncaught TypeError: Cannot read property '_environmentBRDFTexture' of undefined at Function.e.GetEnvironmentBRDFTexture (babylon.js:1) at t [as constructor] (babylon.js:1) at t [as constructor] (babylon.js:1) at new t (babylon.js:1) at t.Creation.createMaterial (Creation.ts:28) This error appears any time I try to create a new PBR material - happens with any PBR material. Specific line from where the error originates is simply this: var material: PBRMetallicRoughnessMaterial = new PBRMetallicRoughnessMaterial(name,GLOBAL.scene); StandardMaterial works just fine. I am using webpack with ts-loader to bundle the JS, as well as TypeScript Compiler, for verification only. My webpack.config.js is pretty much copy-paste from the docs: const path = require('path'); module.exports = { entry: { app: './src/game.ts' }, output: { path: path.resolve(__dirname, 'build'), filename: 'game.js' }, resolve: { extensions: ['.ts', '.tsx', '.js'] }, devtool: 'source-map', plugins: [ ], module: { rules: [{ test: /\.tsx?$/, loader: 'ts-loader', exclude: /node_modules/ }] } } And this is my tsconfig.json: { "compilerOptions": { /* Basic Options */ "target": "es5", "module": "commonjs", "noResolve": false, "noImplicitAny": false, "removeComments": true, "preserveConstEnums": true, "sourceMap": true, "experimentalDecorators": true, "isolatedModules": false, "lib": [ "dom", "es2015.promise", "es5" ], "declaration": true, "outDir": "./tscverify", "strict": true, "types": [ "babylonjs", "babylonjs-gui", "babylonjs-materials" ], } } Help?
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Hello everyone, I have been trying to create my own hdr environment map and use it in Babylon. A panorama is rendered in 3s Max 2019 using the V-Ray Next (4.02.04) sun system and saved as a .hdr file. The .hdr file is then loaded into Lys and converted to a specular .dds file, following the instructions from https://doc.babylonjs.com/how_to/physically_based_rendering Looks fine in Lys: However, in Babylon some strange things are happening PG: https://playground.babylonjs.com/#FDQ594 Two things to notice: 1. Reflection on the sphere with chrome pbr material. The sun looks funky: 2. Reflection on the ground with a none metallic pbr material. The sun looks funky too: Both materials have very sensitive roughness behaviour. More detail can be found in the PG. The .hdr output from Vray is here: vrayhdrtest.hdr I suspect something has gone wrong during the conversion in Lys, or the original render out of V-Ray has some problem. Hope someone can point me to the right direction. Thanks a lot!
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Hi! Is the alpha value of edgesColor is supposed to set alpha of the edgeRenderer effect? 'Cause if I'm not wrong, it's fade the color of the edgesColor itself, instead of the alpha: https://www.babylonjs-playground.com/index.html#K4S3GU#16 (line 62) If this is intentional, is there a way to apply alpha on the edge effect? Thanks [edit] tested on Win10 > Firefox, Chrome, Edge, IE > BJS latest and stable
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Hi, have weird issue on android webview (Note 8, Android 7.1.1) Have meshes, that are clones of 1 mesh, with different materials (PBRMetallicRoughnessMaterial). These meshes have 2 states enabled and disabled, and each state have different baseTexture. Also these meshes are set visible and hidden using isVisible. When state changes to enabled, texture is changed on material and isVisible is set to true, all works well except in android webview, where such error is thrown and mesh is transparent. If mesh visibility is not changed (all are visible all the time), there are no error. [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : GetShaderiv: <- error from previous GL command [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : glTexImage2D: <- error from previous GL command [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : glFramebufferTexture2DMultisample: <- error from previous GL command [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : glTexImage2D: <- error from previous GL command [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : glFramebufferTexture2DMultisample: <- error from previous GL command [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : glTexImage2D: <- error from previous GL command [.Offscreen-For-WebGL-0x72eb80ce00]GL ERROR :GL_INVALID_OPERATION : glFramebufferTexture2DMultisample: <- error from previous GL command thank you for any hint
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hi, found regression with alpha12 version (works well, on 10 and 11). PBR metalines materials is almost black on galaxy 8+ with webgl 1.0 PG (dont know how to force webgl 1.0 in playground) looks like light or env texture is not applied here. could be some change in these components ? Phone: Galaxy 8+ OS: Android 7.0 Browser: Chrome 67.0.3396.87 WebGl: 1.0
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Hi Guys, I am new to Babylon and been given a task to apply pbr Material to obj files after they are imported in an already existing babylon project. I cant figure it out how to do this and I was thinking if any of you lads could help me on this. This project contains two js files, one called render and other one is loadfile. I dont know how and in which class to define PBR material , adjust the PBR attributes and where to force the loaded obj files to use the defined PBR material. I would be grateful if you help me on this.
- 6 replies
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- babylon asset manager load mesh apply pbr material
- babylon apply pbr to obj files
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- babylon load obj apply pbr material
- babylon apply pbr material in task after import mesh
- babylon apply pbr material to obj after loading
- define global pbr material use in second class
- apply pbr material to loaded obj file
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- pbr
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- babylon assetmanager function apply pbr material to obj
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Hi, I am learning PlayCanvas to develope some high quality 3D interactive render (currently no games). My previous experience is with Unity3D and I need to port some contents in PlayCanvas. I am also trying to work directly with PlayCanvas Engine without using the editor to realize a viewer that acquire realtime information from my website (something like texture or 3d models). I am looking for some expert coders that can help me both to improve my skills with PlayCanvas Engine and realize some piece of software for me. Please, feel free to contact me to have more info. Cheers!
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Hi, is it know issue about shader error on Specular Aliasing PG from Master Physically Based Rendering ? BJS - [15:07:07]: Error: Validation Failed: Sampler error: Samplers of different types use the same texture image unit. - or - A sampler's texture unit is out of range (greater than max allowed or negative). Can give more information if needed. OS: Mac Desktop on chrome and safari.
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Hi everyone, I have exported via exporter in Maya to babylon project. And when i import it my texture shows wrong. Here how it looks in maya http://screenshot.su/show.php?img=3362c94d7f8155b008bfa62f7729f200.jpg Here how it looks in editor http://screenshot.su/show.php?img=5041e6e24eb9bf10f931db2c6c853027.jpg
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Hi, found issue with PBR on android device, that have webgl 2.0 support, probably its chrome issue but thought to post it here as well. Device: Galaxy S8+ OS: Android 7.0 Chrome: 65.0.3325.109 Babylon: v3.2.0-rc.2 GPU: {vendor: "ARM", renderer: "Mali-G71", version: "WebGL 2.0 (OpenGL ES 3.0 Chromium)"} How to reproduce: any pbr playground will go, as all of them show black meshes instead of pbr materials. PG It fails without any error or even warning in console. Works fine in native browser (Internet) as it has webgl 1.0: Internet: 6.4.10.5 GPU: {vendor: "ARM", renderer: "Mali-G71", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"}
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Hi, found weird bug with shadows. Device: Galaxy S4 OS: Android 5.0.1 GPU: {vendor: "Qualcomm", renderer: "Adreno (TM) 320", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"} Browser: Chrome (62.0.3202.84) / Native (6.2.01.12) PG Have mesh with PBRMetalnes material and ground with PBRMaterial. Added spot light as shadow light and included sphere as caster and box as receiver. Than created instance of the sphere. And after that both spheres disappear in S4 device. Sphere dont disappear if instead of instance, clone is used. Working PG
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What if any, are the advantages in use PBRMaterial to render the Skybox (Not the mip mapped reflection, just the single mip skybox.dds) vs using a StandardMaterial. When I test then both, I cant tell the difference (besides have control over things like cameraContrast and the various xxxIntensities properties) by just looking at it. Any thoughts
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Hello, I have problems casting shadows on objects that have PBR material and environmentTexture. I don't know how to dim the light emitted by the environmentTexture, or even better, make the intensity of the reflection related to the lights of the scene. Since shadows are the areas on the objects where there is no light, and the reflection of the environment texture is not affected by the lights, I can't get shadows on the object. Please, check the following example. http://www.babylonjs-playground.com/#BCHEUP There is a barely visible shadow on the PBR ball, from the torus. My questions are: 1) How can I make the ball dim/brighten according to the lights of the scene to some extend. 2) How can I change the intensity of the light of the environment texture, so that I can change the "intensity" of the reflected light of the ball, regardless of the surrounding lights? So that I can control how much the lights of the scene affect the brightness of the object. Thanks in advance!
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Hello, Is it possible to create a mesh with both reflection and shine (gloss)? I've got like a gold pouf that got a reflection in it but it's also shiny. What do you guys think? Can this effect be achieved with PBR material? Tomer.
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Hy there..I am fascinated by unity3d rocks, it's bumb map is well detailed and glossy..How can i achieve something like this with babylonjs
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Hello everyone, I've encountered a situation where I need to mix two normal maps for my PBR material. One map is the main texture while the second one is tiled detail texture. Much like Unity does with its standard material. What would be the best way to extend the functionality of the current PBR material (https://doc.babylonjs.com/classes/3.0/pbrmetallicroughnessmaterial or at least its PBRBaseSimpleMaterial parent). Amending shader itself and passing a second texture sampler is not a problem for me. I understand I should utilize material library and compile a new material. But should I use existing custom standard material as a basis or there are better ways of doing it? I would love to keep entire PBR shader code in local .fx files instead of replacing custom parts though. I bet many artists working with BJS have encountered similar issue where they'd need to tweak existing material and meddle with the shader code but the process of creating anything custom isn't that clear or intuitive. Any tips would be very helpful! Many thanks in advance. PS readme file for custom standard mat states that it would only work with BJS 3.0.0 and I'm using the latest stable one.
- 2 replies
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- normal map
- pbr
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Is there a way to generate custom mipmaps for a texture and save it? For instance, Unity preblurs the mips of a cube map (using specular convolution) in order to accurately simulate roughness. https://docs.unity3d.com/Manual/class-Cubemap.html
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Hello, I would like to convert the material definitions in a .babylon file to the most basic PBR possible. Currently, exported from Blender, I have two materials; bed.Floor & Bed.Wood: "materials":[ { "name":"bed.Floor", "id":"bed.Floor", "ambient":[ 1, 1, 1 ], "diffuse":[ 1, 1, 1 ], "specular":[ 0, 0, 0 ], "emissive":[ 0, 0, 0 ], "specularPower":50, "alpha":1, "backFaceCulling":true, "checkReadyOnlyOnce":false, "maxSimultaneousLights":4 }, { "name":"bed.Wood", "id":"bed.Wood", "ambient":[ 1, 1, 1 ], "diffuse":[ 1, 1, 1 ], "specular":[ 0, 0, 0 ], "emissive":[ 0, 0, 0 ], "specularPower":30, "alpha":1, "backFaceCulling":true, "checkReadyOnlyOnce":false, "maxSimultaneousLights":4 } ], I would like to manually edit this file so that BJS treats this as PBR? But can't work out what to do. Yes, I know I can create new materials in my scene script... but would be grateful if anyone could advise what changes I need to make to the .babylon file by hand? Hope this makes sense! Thank you all.
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Hey I'd would like know when the texture is loaded on PBR glTF workflow, I did this code : assetsManager = new BABYLON.AssetsManager(scene); var textureTask = assetsManager.addTextureTask("albedoTexture texture", "assets/test/lambert1_baseColor.jpg", true, false); albedoTextureTask.onSuccess = function(task) { console.log(task.texture); meshes.material.albedoTexture = task.texture; } assetsManager.load(); The material assignation does nothing here thanks
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I did a little exercise to update myself on the export in gltf and new Gui : http://studio-ramble3d.com/tassimo/ The modeling is done in Blender, the mapping with substance painter and I export everything from Blender with the add-on of kronos: https://github.com/KhronosGroup/glTF-Blender-Exporter However, I have a question: For the reflection I used the environement.dds file of Babylon because I can not generate mine. Is it possible to create one from an equilateral texture? I followed what is written in the tutorial: https://doc.babylonjs.com/how_to/physically_based_rendering but when I export my map it generates 7 different textures? Someone would have an idea for me to finalize this project. Thank you.
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Hi, It seems like in the GlossySpecular workflow, the values of diffuseColor and diffuseTexture are not multiplied together. Then, if you wan't a material with a quite saturated color, like Adding a texture with this green is not the same as setting this green as the diffuseColor. Sample playground is here : http://playground.babylonjs.com/indexstable#6DDR9C#1 Is there a configuration for the PBR Material to get the result we see with a monochromatic texture, without using any texture ? Thanks a lot ! Have a nice day,
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Hello. I exported a Kayak model from Substance Painter 2 as a glTF with the Metallic Roughness configuration. The Kayak has a red/yellow gradient png texture on it. Exporting from Substance Painter 2 gave me Kayak_baseColor.png, Kayak,_normal.png, and Kayak_occlusionRoughnessMetallic.png textures. In my Babylon JS scene, I import the model (Kayak.gltf)and am trying to switch the Kayak_baseColor.png to Lime_baseColor.png on load. The Kayak loads into the scene with it's red/yellow gradient png texture on it, but doens't switch to the lime texture on load.. Am I missing PBR properties? Or are my properties wrong? Thanks. var myKayak2; BABYLON.SceneLoader.ImportMesh("", "models/", "Kayak.gltf", scene, function (newMeshes) { myKayak2 = newMeshes[0]; var LimeTexture = new BABYLON.PBRMetallicRoughnessMaterial("Lime", scene); LimeTexture.albedoTexture = new BABYLON.Texture("models/Lime_b aseColor.png", scene); LimeTexture.metallic = 0; LimeTexture.roughness = 1.0; myKayak2.material = LimeTexture; }); I tried changing the PBR material definition to this but still no luck: var myKayak2; BABYLON.SceneLoader.ImportMesh("", "models/", "Kayak.gltf", scene, function (newMeshes) { myKayak2 = newMeshes[0]; var LimeTexture = new BABYLON.PBRMaterial("Lime", scene); LimeTexture.albedoTexture = new BABYLON.Texture("models/Lime_baseColor.png", scene); LimeTexture.metallic = 0; LimeTexture.roughness = 1.0; myKayak2.material = LimeTexture; });
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Hi, The last build has some changes in the way PBR Materials are rendered with transparency http://playground.babylonjs.com/index.html#VXEHT4#1 http://playground.babylonjs.com/indexstable.html#VXEHT4#1 In the last build, you need to indicate the Material requires transparency (transparencyMode) to have it blended with the background. Seems like in the last stable version it was its default behaviour. Is it intended ? Thanks a lot for your inputs, have a nice day !
- 4 replies
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- transparencymode
- alpha
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solved PBRMetallicRoughnessMaterial and lightmapTexture
Hersir posted a topic in Questions & Answers
Hi, PBRMetallicRoughnessMaterial is extending PBRBaseSimpleMaterial that is extending PBRBaseMaterial. Inside PBRBaseMaterial there is protected property for lightmapTexture but its not exposed inside PBRBaseSimpleMaterial so lightmapTexture can not be used with PBRMetallicRoughnessMaterial. Is that by the design that metallic pbr doesn't have lightmapTexture ? as it is exposed only for PBRMaterial right now. Thanks- 3 replies
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- pbrmetallicroughnessmaterial
- lightmaptexture
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