max123 Posted September 7, 2016 Share Posted September 7, 2016 Hi, I have troubles trying to control microsurface parameter of PBR: whenever it goes below 0.8, you get nasty looking blocks instead of making the material less reflective (from mirror to matte). Here's BP: http://www.babylonjs-playground.com/#1F0M1J#74 It's line 22. Quote Link to comment Share on other sites More sharing options...
Sebavan Posted September 7, 2016 Share Posted September 7, 2016 Hello, This is unfirtunately due to the texture not being preprocessed to be blurred seamlessly. You can take look here for more information about it: http://doc.babylonjs.com/overviews/Physically_Based_Rendering_Master#hdr-texture-and-seamless-cubemap-lod-extension-required By using the tool you can have this result http://www.babylonjs-playground.com/#1F0M1J#75 (not working on edge due to the lack of texturelod extension support). This is still far from being perfect and tools like Lys are doing a way better job at preprocessing the texture allowing straight use from equirectangular texture preventing the seam issues. Best Regards, max123 1 Quote Link to comment Share on other sites More sharing options...
max123 Posted September 7, 2016 Author Share Posted September 7, 2016 Thanks, @Sebavan, back to drawing board! Quote Link to comment Share on other sites More sharing options...
max123 Posted September 7, 2016 Author Share Posted September 7, 2016 For some reason I can't download the any zip from Playground with hdr, I get index.js:335 Uncaught TypeError: Cannot read property '0' of undefined Quote Link to comment Share on other sites More sharing options...
Sebavan Posted September 7, 2016 Share Posted September 7, 2016 yep you are right: In the pg sources: if (textures[index].isCube) { for (var i = 0; i < 6; i++) { textures.push({ name: textures[index].name + textures[index]._extensions }); } addTexturesToZip(zip, index + 1, textures, folder, then); return; } so it deals only with the six faces cube texture, I summon @Deltakosh for a fix, basically it could be: if (textures[index].isCube) { if (textures[index]._extensions) { for (var i = 0; i < 6; i++) { textures.push({ name: textures[index].name + textures[index]._extensions }); } } else { textures.push({ name: textures[index].name }); } addTexturesToZip(zip, index + 1, textures, folder, then); return; } Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 8, 2016 Share Posted September 8, 2016 Fix deployed Quote Link to comment Share on other sites More sharing options...
max123 Posted September 8, 2016 Author Share Posted September 8, 2016 Thanks @Deltakosh. Is HDR map more cpu/gpu/memory intensive than a standard cube map? Quote Link to comment Share on other sites More sharing options...
Sebavan Posted September 9, 2016 Share Posted September 9, 2016 More gpu memory cause it uses a full float texture for larger range. The PBR itself is more expensive gpu computation side. I do not thin the difference in cpu is noticeable (it should not be at least). Quote Link to comment Share on other sites More sharing options...
max123 Posted September 9, 2016 Author Share Posted September 9, 2016 Thanks, @Sebavan, it's good to know. BTW, one of the scenes I've made with ~10k vertices, practically all smoothed surfaces, PBR materials, reflections and environment map + some custom animations (code, not timeline) - all run pretty smoothly on a 3 y.o. iPhone 5s. Quite impressive! Quote Link to comment Share on other sites More sharing options...
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