jerome Posted March 27, 2015 Author Share Posted March 27, 2015 yepneed to do this also the simpler would be to add the same delta (in percentage) to colors than to vectorsex :each vector3 has a delta added each frame deltaX, deltaY, deltaZwe could just add this delta to R, G, B Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 27, 2015 Share Posted March 27, 2015 Yeah, the material is not really an issue that is part of the morph. I don't know if you saw that I added the customTextureUpdate function idea to my last post. That way you have isolated your mesh operations from any texture concerns, yet allowed an opportunity for material maniacs to play... during the morph. Quote Link to comment Share on other sites More sharing options...
jerome Posted March 27, 2015 Author Share Posted March 27, 2015 added color interpolation also : http://logiciels.iut-rodez.fr/proto/weathermap/test2/SH.html PG version : http://www.babylonjs-playground.com/#27ZAG1 Wingnut 1 Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 27, 2015 Share Posted March 27, 2015 That is SO rad! Jerome, nicely done. What do you say to one more layer of fun? Godrays, of course. http://www.babylonjs-playground.com/#27ZAG1#1 Ain't this fun? Interesting godray knobs: Line 190 - the 50 means 50% quality, so tweak at-will.Line 192 - exposure is nicely adjustable .1 to .4... but tweak hard on all 4 of these lines... if you're brave. Have sunglasses handy. Quote Link to comment Share on other sites More sharing options...
jerome Posted March 27, 2015 Author Share Posted March 27, 2015 Awsome and huge !!! I really love this ! I will add this in the code of SH public site. Quote Link to comment Share on other sites More sharing options...
jerome Posted March 27, 2015 Author Share Posted March 27, 2015 For people (we're not many loving to play for hours with this stuff) wanting to adjust this to your GPU : as Wingy said : line 190 : godray quality : 50% ... decrease if you want more speedline 192 : exposure from .1 to .4you can play with godray parameters from line 192 to 195 line 40 : delay in ms between 2 changesline 41 : nb of steps from a shape to the next one... a step per frame when morphing, must be an integer > 0line 45 = m array : initial SH m factors. Values used for the first SH only. Must have 8 integers > 0 line 46-47 = latitude and longitude... the length and width tesselletions. Reduce them if you want more speed, increase them if you want more detailed/smooth shapes. Not mandatory the same values. the rest is computed or randomized Wingnut 1 Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 27, 2015 Share Posted March 27, 2015 I just paint. YOU built the mansion. And yes, huge describes it well. I can think of yet another feature. An upper and lower limit on every SH m-number. Wow. hehe So if I want m[2] to only get random numbers between 3 and 6 inclusive, then I could set the m2 ranger. Just ridiculous. (you forgot about the fireTexture knobs, Jerome. But the experimenters can find them.) How many knobs, now? About 25 places for users to turn knobs - on this mad scientist SH machine? hehe. Love it. Quote Link to comment Share on other sites More sharing options...
jerome Posted March 27, 2015 Author Share Posted March 27, 2015 Well, this little funny experiment validates imo the mesh update function as I can get a 32 x 32 SH (without godrays but with fire texture) morphing at 60 fps on my home old laptop. Need to dive back into TS next week (si aucun casse-bonbon ne vient me péter les rouleaux pendant que je code) Temechon 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 27, 2015 Share Posted March 27, 2015 I really love this demoI think this worth the home page, isn't it? jerome 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 27, 2015 Share Posted March 27, 2015 It could be the feature demo for ribbon Quote Link to comment Share on other sites More sharing options...
jerome Posted March 27, 2015 Author Share Posted March 27, 2015 yep ourg, there's so much to do with ribbon and updates : http://www.babylonjs-playground.com/#16NCF0#8 Quote Link to comment Share on other sites More sharing options...
Temechon Posted March 27, 2015 Share Posted March 27, 2015 I strongly agree with DK, a nice demo on the main page for ribbons, update and all that stuff is very very interesting. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 28, 2015 Share Posted March 28, 2015 A demo in the feature section could help people knowing this feature exists Quote Link to comment Share on other sites More sharing options...
jerome Posted March 28, 2015 Author Share Posted March 28, 2015 you're the boss, boss How do we do this ? and... I'll be very honoured to have the SH on the home page actually Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 28, 2015 Share Posted March 28, 2015 Just create the best PG you can and I'll do everything else for you Quote Link to comment Share on other sites More sharing options...
jerome Posted March 28, 2015 Author Share Posted March 28, 2015 Well, about SH, I think I will set the right values to have nice effects at 60 fps on a current computer. I'm able to get 60 fps on my old laptop (2007, core2 at 2.6 GHz and GPU mobile intel GM45 express chipset) Do you prefer with or without godrays ? Godrays are so nice but they reduce speed although they have no effect on the morph computation time which is always the same and can easily be set at a decent rate (depends mainly upon SH size, so number of vertices : latitude and longitude) Quote Link to comment Share on other sites More sharing options...
jerome Posted March 28, 2015 Author Share Posted March 28, 2015 maybe I will wait to have implemented and PR the mesh update method in the API before ...it would be more fair Quote Link to comment Share on other sites More sharing options...
jerome Posted March 30, 2015 Author Share Posted March 30, 2015 PRed Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 30, 2015 Share Posted March 30, 2015 Well, you know, J... godrays and fireTextures.. are clothing and paint. Jewelry. To keep your demo as on-topic as possible, I would say eliminate them both. After that, author preferences. You get the call, jeromino It was my duty to stick my nose-in and spew my aimless opinion. It's what I do. heh. Off-topic: I used an animated tube as a godrays emitter, recently, in a lost playground scene. It's traveling bulges made real nice "stripes" in the godrays fan-out. It was beautiful and fun. Then I started playing with uAng and vAng on the texture... and POOM! Firefox crash. The crash report panel popped-open and asked "Can you describe what you were doing?" I thought about it for a moment, and then decided "No, I really cannot". So I closed the panel and moved-on. jerome 1 Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted March 30, 2015 Share Posted March 30, 2015 Firefox crash. The crash report panel popped-open and asked "Can you describe what you were doing?"I thought about it for a moment, and then decided "No, I really cannot". So I closed the panel and moved-on. :D Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted March 31, 2015 Share Posted March 31, 2015 I also agree with DK, this demo shows so many BJS possibilities! godrays, ribbons, spherical harmonics fantasies, procedural fire texture, morphing... everything run smoothly, even on average comptuer, and only 200 lines needed to do the whole stuff. That's just impressive. C'est pas un beau moteur 3D ça, m'sieurs dames !! Quote Link to comment Share on other sites More sharing options...
jerome Posted March 31, 2015 Author Share Posted March 31, 2015 It will be far less than 200 lines very soon ;-) ... just because the update feature is now integrated in BJS !I will refine it so it will be nice AND smooth on a average current computer. Si, c'est du beau moteur comme on l'aime ! Quote Link to comment Share on other sites More sharing options...
jerome Posted April 8, 2015 Author Share Posted April 8, 2015 @DK : At last : http://www.babylonjs-playground.com/#9LBJS The final PG for the ribbon demo ! The code was cleaned, slightly commented and I tuned the parameters to get the more effects at 60 fps on most current computers (I hope).As usual, the public version here : http://logiciels.iut-rodez.fr/proto/weathermap/test2/SH.html Temechon and jahow 2 Quote Link to comment Share on other sites More sharing options...
Temechon Posted April 8, 2015 Share Posted April 8, 2015 It's not a ribbon anymore, it's much more than that ! Very beautiful. Great job ! Quote Link to comment Share on other sites More sharing options...
jerome Posted April 8, 2015 Author Share Posted April 8, 2015 tinkiou Quote Link to comment Share on other sites More sharing options...
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