arcanine Posted December 6, 2014 Share Posted December 6, 2014 I'm working on my project here: http://slifin.github.io/Flourish-babylon/ at the time of writing you should see there are some lights in the "atmosphere" of the planets, I'm trying to create a light at the blue spot, I want light to come from that spot by itself and not cast on anything else on the seen I've tried point lights but I can't see them directly, I can only see their affect on other objects in the scene, how do I get them to shine by themselves? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 7, 2014 Share Posted December 7, 2014 you have to add a sphere with emissive color where the light is Quote Link to comment Share on other sites More sharing options...
arcanine Posted December 7, 2014 Author Share Posted December 7, 2014 Like this? http://www.babylonjs-playground.com/#2NRDN How do I get it to shine light outside of the sphere like a sun? Do I require a backdrop to the scene? edit: the link seems to redirect to the home page of babylonjs-playground.com then loses the reference to #2NRDN try putting it into the address bar directly Quote Link to comment Share on other sites More sharing options...
Wingnut Posted December 8, 2014 Share Posted December 8, 2014 Hi arcanine. Here's a working example with a few fun add-ons. http://www.babylonjs-playground.com/#2NRDN#1 .emissiveColor is a property on a StandardMaterial, so your lightsphere needed a StandardMaterial added to its .material property, and then THAT material is where you set an .emissiveColor. Also note that... when using BABYLON.Color3( r, g, b ) ... r, g, and b are values between 0 and 1, generally speaking. A medium gray would look like this... new BABYLON.Color3(.5, .5, .5); There IS a way to use 0-255 values... new BABYLON.Color3.FromInts(128, 128, 128); (medium gray) Hope this all helps. Good luck. Quote Link to comment Share on other sites More sharing options...
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