spritefire Posted January 28, 2015 Share Posted January 28, 2015 I've created a test cloud from scratch in 3ds max using this tutorial:https://library.creativecow.net/articles/lacle_greg/clouds.phpIt renders fine in 3ds max however when I use the babylon exporter the cloud isn't being exported.Also if I go into the babylon properties of the object in 3ds max it brings up this error: ************** Exception Text **************System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.Parameter name: index at System.Collections.Generic.List`1.get_Item(Int32 index) at Max2Babylon.Tools.PrepareNumericUpDown(NumericUpDown nup, List`1 nodes, String propertyName, Single defaultState) at Max2Babylon.ObjectPropertiesForm.ObjectPropertiesForm_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 28, 2015 Share Posted January 28, 2015 Can you share your .max file so that I will be able to fix this crash:) Quote Link to comment Share on other sites More sharing options...
Samuel Girardin Posted January 28, 2015 Share Posted January 28, 2015 Hi, It's normal, this tutorial uses some special fx specific to max. You should have a look here : http://doc.babylonjs.com/page.php?p=20 Quote Link to comment Share on other sites More sharing options...
spritefire Posted January 28, 2015 Author Share Posted January 28, 2015 Here is a link to the max file in the tutorial (which also produces the same error): http://www.creativecow.net/articles/lacle_greg/clouds/clouds.zip The reason I choose that tutorial was because it is doing it in the simplest way without using any plugins etc. Volumetric lighting and fog are extremely common in gaming and commonly used in webgl and it does mention that fog is exportable from 3ds max in the docs. Also on the demo page of Babylon.js there is a demo of car and in the demo there are "god rays" however I think in that instance the rays are just "billboard/particle" affects. If for some reason it has been over looked for the 3ds max exporter, how would I go about creating a cloud? would it be something like creating a bounding box and then using this: http://john-chapman-graphics.blogspot.fr/2013/01/good-enough-volumetrics-for-spotlights.htmlor this?https://github.com/ashima/webgl-noise or another method of randomising (if needed) I could use particles like in this example:http://blog.bonzaisoftware.com/gldemos/volumetric-smoke/ however the shadows cast are the shapes of the quads (so really blocky). ideally I would like something like this:http://bkcore.com/blog/3d/webgl-three-js-volumetric-light-godrays.htmlI refuse to use threejs as they have cut support for 3ds max (and never really got the 3ds max export right in the first place), and their documentation and the insane number of revisions are beyond pratical use. Quote Link to comment Share on other sites More sharing options...
Samuel Girardin Posted January 29, 2015 Share Posted January 29, 2015 Hi, In your case Volume Fog is not supprted (sort of a post process effect in max), only fog can be exported I think. About clouds you can have a look here : http://www.babylonjs.com/Scenes/Clouds/index.html . Quote Link to comment Share on other sites More sharing options...
spritefire Posted January 30, 2015 Author Share Posted January 30, 2015 Is it possible to do volumetric fog or lighting within babylonjs (doesn't have to be exported from 3ds max)? the cloud example is 2d and I think with planes. Basically I need a cloud that I can rotate around, if I can use volumetric fog it would have such a greater impact on the user end.If fog already exists within babylon then I assume that it would be able to be bound to particular constraints? even if it means creating a small scene within a much larger scene (if that can be done?) Quote Link to comment Share on other sites More sharing options...
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