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Found 7 results

  1. @Deltakosh Hello, sorry for the trouble, I red the Doku "Master the Physically Based Rendering" again and again, but I can't figure out the flags "FromMetallicRoughness to PBRMaterial": First of all I think there is something semantically wrong, maybe a typus?: Besides this, there are some other points unclear, I also analyzed the sourcecode, but without having success. Ok, starting easy with Roughness: can be either in Alpha or Green in the MT, so far so clear. But what happens on 1) ? Suggestion: only one flag: "useRoughnessFromGreenInsteadFromAlpha" ? Regarding the statement below, does this mean if UMFMTB==false the Red channel is used for Metallness? If this is the case then 7) is conflicting or there must be another statement: if UAOFMTR==true then metallness must be in BLUE ??? And at least, I cannot figure out the meaning of "UseAmbientInGrayscale" ==true (9). It seems to be a redundant flag? Perhaps it would be good to know about the priority how these flags are processed, maybe this gives a bit light in my darkness Anyway, I put my insights into a truth table, thanks in advance. PS: Maybe a much better way to give a clear overview is to define three selectors: a RoughnessSelector, MetallinessSelector and AOSelector. Each of these selectors can then be assigned with a number representing the channel of the Metallic/Ambient Texture.
  2. i'm learning pbrMaterial i found that the rendered results are not the same on computer and mobile device
  3. Hello everyone. First of all I would like to say thank you, the posts in this forum often helped me. You guys have a great community! Now to my Problem. I need to create a PBRMaterial out of 4 different textures. There is a BumpTexture, an AlbedoTexture, a Metallic- AND a RoughnessTexture but I only found a way to create this by using a combination of MetallicRoughness. Actually I am using the code below: let pbr = new BABYLON.PBRMaterial("pbr", this._scene); //Create bumpTexture and flip normal. (DirectX <-> OpenGL) pbr.bumpTexture = new BABYLON.Texture("materials/" +filePath +"/02_Texturepack/" +materialName+"Normal.png", this._scene); pbr.bumpTexture.level = -1; //Create albedoTexture pbr.albedoTexture = new BABYLON.Texture("materials/" +filePath +"/02_Texturepack/" +materialName+"BaseColor.png", this._scene); //Create reflectionTexture pbr.reflectionTexture = BABYLON.CubeTexture.CreateFromPrefilteredData("textures/environment.dds", this._scene); //Create metallicRoughnessTexture pbr.metallicTexture = new BABYLON.Texture("materials/" +filePath +"/02_Texturepack/" +materialName+"MetallicRoughness.png", this._scene); //Set metallic and roughness to 1 to use it from the metallicRoughnessTexture pbr.metallic = 1.0; pbr.roughness = 1.0; //set channel with metallic and roughness pbr.useRoughnessFromMetallicTextureAlpha = false; pbr.useRoughnessFromMetallicTextureGreen = true; pbr.useMetallnessFromMetallicTextureBlue = true; //set new material to mesh this._activeMesh.material = pbr; Is there any possibility to seperate the metallic and roughness informations in two different images? At the moment I am editing the metallic texture with photoshop and put the information of roughness into the green channel and the metallic information into the blue channel which works pretty well. unfortunaly thats not a solution, because customer have thousonds of texturepacks I need to show in Babylon without merging metallic and roughness. Greetings, Chris.
  4. Hi my friends, Recently I read the tutorial of PBRMaterial here https://doc.babylonjs.com/overviews/physically_based_rendering_master I wanna display the object exporting from Blender by Tower of Babel (TOB) However, it comes out with all-black on my object(mesh) The code is jus like the following : var texture_from_file = new BABYLON.Texture("dress.jpg", scene); var pbr = new BABYLON.PBRSpecularGlossinessMaterial("pbr", scene); for (var i = 0; i < scene.meshes.length; i++){ scene.meshes[i].material.diffuseTexture = texture_from_file; } Any advice to let me display the mesh with PBRMaterial (or similar texture) ? Thank you so much
  5. Hi there, I did some comparison between StandardMaterial and PBRMaterial and found an odd effect with the level of the bumpTexture : setting this level to one, both materials have near the same "bump-amplitude" but lowering this value to zero seems to have no effect on the PBRMaterial, see playground. Any ideas, bug?
  6. Hello world First of all, BIG THANKS to @Sebavan for its amazing PBR Material ! I'm taking a lot of fun playing with the differents features. On monday, I enjoyed playing with microsurface parameter. It worked really fine until I added a bumpTexture. After diving into the code, I understood that microsurface is handled in two different ways : EXT_shader_texture_lod WebGL extension is supported, LODBASEDMICROSURFACE define is added to the shader, and we can sample reflection texture with the good LOD level. EXT_shader_texture_lod WebGL extension is NOT supported, no define is added to the shader, we don't have access to LOD level and we have to bias mipmap level when sampling to fake LOD level or something like that. Both ways seem to work fine when I don't use bumpTexture. But if I add a bumptexture to the PBR material, then only the first option works. With the second option, we can see some flickering or pixelation, I don't know how to call that (left plane on the picture) : Here is a basic PG showing the PBR material with all these parameters (this one should work !) : http://www.babylonjs-playground.com/#19SMAD#3 And here is the same PG, but I intentionally disabled the extension, to see how it works on devices which do not support the extension : http://www.babylonjs-playground.com/#19SMAD#4 It's less striking on the PG (don't look perpendicular to a face), that's why I posted the picture above. Maybe it's not a bug and it's really impossible to have both microsurface and bumpmap working when the extension isn't available ? What do you think ? Have a good day
  7. Hi everybody! I'm having some troubles with shadows on my scene... I have a scene with a labyrint, a car and some objects that the car can collect while moving (boxes and coins). There is a point light that moves around the scene (the sun), and two spot lights that moves with the car (car lights). Working just with the shadow generator for the sun, I noticed that If I use PBRMaterial for my meshes, I cannot see any shadow (and changes in light's position neither, actually). Now I'm using only StandardMaterial, but I'd like to switch to PBR to have a more realistic effect Boxes project their shadow also on the back side of the walls (as shown in picture). There are problems if a mesh both receives and creates shadows I've created a simplified version of the scene, where there is the problem of the shadow on the back of walls, at http://www.babylonjs-playground.com/#M8O41 In the picture there is a screen of my scene with the "multiple" shadows (light's position is the same of the sphere in the right corner). I'm sure I'm doing something wrong, but I have no idea of what... Can anyone help me? Thank you and sorry for my bad english
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