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Showing results for tags 'standardrenderingpipeline'.
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Hi everyone, I've had issues with some things that I'd like you to review maybe. Here is a simple PG scene, combining two excellent demos : water and fire materials. A candle is over a calm beach, http://www.babylonjs-playground.com/#1SLLOJ#224 #Question 1 : if you move the camera just to look up, right from starting position, you'll notice the reflective texture on water becomes glitchy at the bottom of the canvas. How to avoid that ? Next, I'd like to apply blur post-process, but only on the flame. #Question 2 : Is there a simple way to add/remove mesh from being rendered by the rendering pipeline ? Something like BABYLON.StandardRenderingPipeline.excludedMeshes[ ] ? Here is the result when applying the pipeline : http://www.babylonjs-playground.com/#1SLLOJ#225 #Question 3 : In this example the fireMaterial has trouble rendering its opacityTexture through the StandardRenderingPipeline. Is it a bug ? How to avoid that kind of glitch ? So from my researches, in order to exclude certain elements from being rendered by the pipeline, I have to create multiple cameras with different layerMasks. So only the flame is rendered in the secondCamera : http://www.babylonjs-playground.com/#1SLLOJ#226 #Question 4 : In this example, the waterMaterial becomes invisible, after adding another camera. Also, there seems to be a 'delay' when looking around, between layerMasks, the flame is no more 'attached' to the candle... Anyway let's continue, then adding again the rendering pipeline, but only to the secondCamera : http://www.babylonjs-playground.com/#1SLLOJ#227 #Question 5 : The scene refuses to render if only one camera is applied on the StandardRenderingPipeline.cameras, is it a bug ? Or is it impossible ? Thx for looking into that if you have time
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- babylon.js
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