simon_bg Posted March 4, 2016 Share Posted March 4, 2016 Hi everyone! Is there any way in Babylon.js to combine multiple textures, or multiple materials on a single mesh? I know that it's possible to apply diffuseTexture and ambientTexture on a material at once, but if I have more than 2 textures? Like for example, it could be used for maps, having a satellite image as a base texture and then applying a layer with ambient pressure, and UV index, and wind direction, and whatnot Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 4, 2016 Share Posted March 4, 2016 Hey!! The best option for this would be custom shader material: http://doc.babylonjs.com/tutorials/15._Understanding_Shaders_with_Babylon.js_and_ShaderMaterial Quote Link to comment Share on other sites More sharing options...
simon_bg Posted March 7, 2016 Author Share Posted March 7, 2016 Thanks, I'll try it! Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted March 7, 2016 Share Posted March 7, 2016 hi i just wanna help you to make shader . http://playground.babylonjs.com/#1SZK02#0 need click in run (PG Bug) after load for see material i have some useful method for combine materials and replace color you can use it like this mesh.material = eash.shader( eash.multi( [ "result = vec4(1.,0.,0.,1.);", /*Red color*/ "result = vec4(0.,0.,1.,1.);", /*blue color*/ ] /* array of material you want */, true /* true for combine & false for append */) /*combine red with blue = pink*/ , scene); http://playground.babylonjs.com/#1SZK02#1 need click in run after load for see material http://playground.babylonjs.com/#1SZK02#5 need click in run after load for see material you just need make vec4 color and set it in in result more mesh.material = eash.shader( eash.multi( [ "result = vec4(1.,0.,0.,1.);", "result = vec4(0.,0.,1.,1.);"+ eash.fresnel({ color: 0xffffff, dark: false }) , eash.map({ref1:'w.jpg'}) ] /* array of material you want */, true /* true for combine & false for append */) , scene); http://playground.babylonjs.com/#1SZK02#7 need click in run after load for see material you can control all part opacity too just need change part structer to this "result = ..." => {r:"result = ...",e:0.1 /*0 .. 1.*/} mesh.material = eash.shader( eash.multi( [ "result = vec4(1.,0.,0.,1.);", "result = vec4(0.,0.,1.,1.);" + eash.fresnel({ color: 0xffffff, dark: false }) , { r: eash.map({ ref1: 'w.jpg' }), e: 0.1 } ] /* array of material you want */, true /* true for combine & false for append */) , scene); http://playground.babylonjs.com/#1SZK02#8 for replace i just make a short sample but if it you want i can explain more in this case you change all red color with other material http://playground.babylonjs.com/#1NDRAR#0 we work on ts version for replace eash with BABYLON.MaterialBuilder in 2.4 BJS http://playground.babylonjs.com/#1NDRAR#1 if it is not help just say me what you need i make your shader by eash and share it in cyos simon_bg, gryff, Boz and 1 other 4 Quote Link to comment Share on other sites More sharing options...
simon_bg Posted March 7, 2016 Author Share Posted March 7, 2016 Wow thanks, NasimiAsl! I tried it out and it's amazing! I probably would've spent hours trying to make a shader from scratch. 1 hour ago, NasimiAsl said: we work on ts version for replace eash with BABYLON.MaterialBuilder in 2.4 BJS Really looking forward to this! NasimiAsl and GameMonetize 2 Quote Link to comment Share on other sites More sharing options...
Vousk-prod. Posted March 7, 2016 Share Posted March 7, 2016 Eash is really powerfull! Fact confirmed at every @NasimiAsl post on this forum NasimiAsl 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2016 Share Posted March 8, 2016 We will integrate it into bjs NasimiAsl, Boz, simon_bg and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 8, 2016 Share Posted March 8, 2016 Congrats, Nasi! Power contributor! Gold star! Now, let's talk marketing. First... your name. It's a perfectly nice name, but when I say it in English, people reply with "bless you" and "gesundheit". They think that I sneezed! So, I'm thinking maybe change it to... Shannon Shadero... but folks just call you "Shady". Wha-da-ya think? You need a Hollywood stage name... so you are ready for the super-stardom that comes with being a power contributor. But, if that new name is too much different from your normal name, then perhaps... "Naz"? Naz Shadero... race car driver, jet fighter pilot, shader programmer, secret agent, lady-killer, and all-around nice guy. Yeah, now we got some "Movie Star" happening here. heh Now... "eash". Every time I say that word, I accidentally spit. That's telling me something important. How about "EZshade", or maybe just EZS. GPUtiful! Okay, okay, maybe 'eash' is fine... but... it seems I remember saying that word... sometimes... after I vomit. I don't know how nice that will "look" on the Hollywood posters. "Ladies and gentlemen... tonight... Naz Shadero Productions presents... something mysterious, something powerful, something amazing! Tonight... we are proud and honored to present... EASH! No, we will need to change that. Sorry. I'm just having some fun with you, Naz. But... you know... you need a stage name... and some glitter. You're star-bound! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2016 Share Posted March 8, 2016 eash will soon become Babylon.MaterialBuilder adam, Wingnut and jerome 3 Quote Link to comment Share on other sites More sharing options...
Wingnut Posted March 8, 2016 Share Posted March 8, 2016 Babylon.MatMuncher, you say? Coooool. "matinee" MatMaster MatAdore (cute, eh?) MatDaemon Are ya feeling the "showbiz", here? C'mon! (you proggers are SO stuffy):) Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted March 8, 2016 Share Posted March 8, 2016 THANKS ALL (@WIN just choose one name for me first ) i need two names for eash first is MaterialBuilder but next for inside of parameters " new BAYBYLON.MaterialBuilder( (????).multi( ... ) , scene);" help me choose one name for that ( seriously ) @Deltakosh any idea for fix first error in PG (need call createscene function after js load i think ) Wingnut 1 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted March 8, 2016 Share Posted March 8, 2016 @Vousk-prod. this if for you : http://babylonjs-playground.com/#1NDRAR#11 after run just wait a liitle Quote Link to comment Share on other sites More sharing options...
jerome Posted March 8, 2016 Share Posted March 8, 2016 Eash is so powerful and simple : the genuine BJS spirit ! And please, NasimiAsl, keep your own name :-) If you make a good product everyone will know your real name and remind it whatever the language where it is used. Wingnut 1 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted March 8, 2016 Share Posted March 8, 2016 So we can use like this : mesh.material = BABYLON.MaterialBuilder( eash.solid() , scene); and mesh.material = eash.shader ( eash.solid(),scene); is that good ? i am agree with both Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2016 Share Posted March 8, 2016 I suggest using: mesh.material = BABYLON.MaterialBuilder.shader ( BABYLON.MaterialBuilder.solid(),scene); Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted March 8, 2016 Share Posted March 8, 2016 BABYLON.MaterialBuilder is too long for part two because it need used more times any shorter than? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2016 Share Posted March 8, 2016 So what about: mesh.material = BABYLON.MaterialBuilder.shader(scene).solid(); Having a complete fluid API then:) Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted March 8, 2016 Share Posted March 8, 2016 it is good offer but need a end part mesh.material = BABYLON.MaterialBuilder.shader(scene).solid().build() Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted March 8, 2016 Share Posted March 8, 2016 @Deltakosh when you have time for PG? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2016 Share Posted March 8, 2016 a PG? you mean a playground? Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted March 8, 2016 Share Posted March 8, 2016 yes if you see a this http://babylonjs-playground.com/#1NDRAR#11 need to click run after load is that possible you call createscene method after loading compeletly? adam 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2016 Share Posted March 8, 2016 I got an error : " eash is not defined". Do you have the same? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 8, 2016 Share Posted March 8, 2016 This won't be an issue after you integrate eash in babylon.js Quote Link to comment Share on other sites More sharing options...
simon_bg Posted March 9, 2016 Author Share Posted March 9, 2016 By the way, will it be possible to combine MultiMaterials with MaterialBuilder? Just wondering if it's a much more difficult thing to implement than with simple Materials or not Wingnut 1 Quote Link to comment Share on other sites More sharing options...
jerome Posted March 9, 2016 Share Posted March 9, 2016 We want Eash in BJS, pliiiiiiiiiizzzzz Quote Link to comment Share on other sites More sharing options...
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