meteoritool Posted October 25, 2016 Share Posted October 25, 2016 Awesome ! That'll make your work more consistent across devices, but also more "creative" approach with different texture sizes ;-) Can't wait to try it ! Here's another one for you : Would there be a possibility to make the HighlightLayer visible in the WaterMaterial ??? So far, water doesn't reflect the layer ... (haven't try mirror or other targets...) ... Anyway, thanks a lot in the name of the community for your work :-) It is much more power efficient than volumetricLight and very good looking =) Quote Link to comment Share on other sites More sharing options...
Sebavan Posted October 25, 2016 Author Share Posted October 25, 2016 And here is the doc: http://doc.babylonjs.com/tutorials/Highlight_Layer For the water I would recommend using a second camera to generate the texture. I do not plan to integrate directly in the render target so far. Best Regards, jerome, meteoritool and NasimiAsl 3 Quote Link to comment Share on other sites More sharing options...
jerome Posted October 25, 2016 Share Posted October 25, 2016 tip top ! Quote Link to comment Share on other sites More sharing options...
meteoritool Posted November 11, 2016 Share Posted November 11, 2016 Hi ! @Sebavan Is there a way to implement highlightLayer.setEnabled(false) or something similar ? Quote Link to comment Share on other sites More sharing options...
Sebavan Posted November 11, 2016 Author Share Posted November 11, 2016 Yep, I ll do at the weekend on a per layer basis, basically, removing it frfom the scene and re adding it should do :-) I could also add a global flag to stop them all in one shot ? Quote Link to comment Share on other sites More sharing options...
meteoritool Posted November 15, 2016 Share Posted November 15, 2016 Right now I use : hl.innerGlow = false; hl.outerGlow = false; setEnabled and isEnabled functions would be just for the whole BJS consistency I guess Is there a way to implement Color4 instead of Color3 ??? Quote Link to comment Share on other sites More sharing options...
Sebavan Posted November 16, 2016 Author Share Posted November 16, 2016 isEnabled has been added to the highlightlayer here and should be soon in the PG: https://github.com/BabylonJS/Babylon.js/pull/1514 meteoritool 1 Quote Link to comment Share on other sites More sharing options...
greenlig Posted November 23, 2016 Share Posted November 23, 2016 This is a really useful addition. Is there a way to control the line more? For example, if I want a thin but sharp glow around an object, how would I achieve this? Have a look at this reference image: It has a well defined outline that fades quickly. I'm finding it hard to replicate that with the highlight layers. The closest I can get is: using this code: // Create Highlight layer and tweak settings h1 = new BABYLON.HighlightLayer("hg", scene, { alphaBlendingMode: 6, blurTextureSizeRatio : 0.5}); h1.innerGlow = false; h1.outerGlow = true; h1.blurHorizontalSize = 0.2; h1.blurVerticalSize = 0.2; It's not optimal, the blur is quite messy. Any help is greatly appreciated greenlig Quote Link to comment Share on other sites More sharing options...
DigiHz Data Posted November 23, 2016 Share Posted November 23, 2016 Highlight layer looks very strange in the PG's. Looked ok 1 or 2 days ago. Some resent update that was made wrong? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 23, 2016 Share Posted November 23, 2016 should be good now Quote Link to comment Share on other sites More sharing options...
Sebavan Posted November 23, 2016 Author Share Posted November 23, 2016 @DigiHz Data Pg has been fixed (Stencil has been disabled through the PG Migration) @greenlig Could you create a PG ? I guess you would need to define a bigger texture res through the options like http://playground.babylonjs.com/#150IU7 Quote Link to comment Share on other sites More sharing options...
DigiHz Data Posted November 23, 2016 Share Posted November 23, 2016 @Sebavan It is working again now. FYI i will make a PG for highlightlayer with the dat.GUI. I announce here when i am done with it. Quote Link to comment Share on other sites More sharing options...
DigiHz Data Posted November 24, 2016 Share Posted November 24, 2016 A little PG for you all to test Highlight layer with. http://www.babylonjs-playground.com/#2HRRUQ#0 Wingnut 1 Quote Link to comment Share on other sites More sharing options...
greenlig Posted November 25, 2016 Share Posted November 25, 2016 On 11/23/2016 at 12:12 PM, Sebavan said: @greenlig Could you create a PG ? I guess you would need to define a bigger texture res through the options like http://playground.babylonjs.com/#150IU7 Ah, that did it. Thanks! Quote Link to comment Share on other sites More sharing options...
Koroldev Posted December 20, 2016 Share Posted December 20, 2016 Hello all. Someone, tell me please why if I write: new BABYLON.HighlightLayer("hl1", this.scene); then I get error: Quote Link to comment Share on other sites More sharing options...
Sebavan Posted December 20, 2016 Author Share Posted December 20, 2016 I guess the version you are using is a bit old, try using the latest released 2.5 or 2.6 preview. Koroldev and NasimiAsl 2 Quote Link to comment Share on other sites More sharing options...
Myjestic Posted November 8, 2017 Share Posted November 8, 2017 Hi all, is there any possibility to apply the hl only to the outer borders. Behaviour with alpha materials is not as suspected. http://www.babylonjs-playground.com/#2HRRUQ#1 Quote Link to comment Share on other sites More sharing options...
Arte Posted November 8, 2017 Share Posted November 8, 2017 39 minutes ago, Myjestic said: Hi all, is there any possibility to apply the hl only to the outer borders. Behaviour with alpha materials is not as suspected. http://www.babylonjs-playground.com/#2HRRUQ#1 Hi @Myjestic Line 41. http://www.babylonjs-playground.com/#2HRRUQ#2 Is this what you were looking for? Quote Link to comment Share on other sites More sharing options...
Myjestic Posted November 8, 2017 Share Posted November 8, 2017 @Arte Unfortunately not. I want to highlight the border of the transparent sphere. I want to see through it but the border should glow green. Quote Link to comment Share on other sites More sharing options...
Myjestic Posted November 10, 2017 Share Posted November 10, 2017 Hi @Sebavan and other Babylonists, anyone an idea on how to make a glowing border on a transparent mesh? Have a look at this http://www.babylonjs-playground.com/#2HRRUQ#3. Quote Link to comment Share on other sites More sharing options...
Sebavan Posted November 11, 2017 Author Share Posted November 11, 2017 this is unfortunately not supported. Quote Link to comment Share on other sites More sharing options...
Wingnut Posted November 18, 2017 Share Posted November 18, 2017 Myjestic... a "weird way" would be to use THAT mesh as a particleSystem emitter. Set the ps.emitbox and dir1/2 so that particles emit from all mesh surface. Set a smoke-like texture, set maxLifetime real real low, and emit like hell. This will cause the mesh to have a fuzzy surface, but it will be seen/experienced TOWARD cam and on mesh back-side. So it's not a 2d border around the mesh... it's a 3D border/surface. This will likely "diminish" the look-of-transparency... of the mesh (because particles spraying short distance in all directions from mesh... will give it a solid-looking surface, again.) This is a strange method of "highlighting" or "selecting" a mesh, but, sometimes... who knows? Quote Link to comment Share on other sites More sharing options...
Myjestic Posted November 21, 2017 Share Posted November 21, 2017 @Wingnut This i a nice approach. I have many meshes I want to highlight. So I am concerning about performance. I will give it a try. Thank you. Quote Link to comment Share on other sites More sharing options...
Wingnut Posted November 21, 2017 Share Posted November 21, 2017 Hi again, M. In another project... we first made a func... called colorPulser() var alpha = .5; var colorPulser = function(mesh) { mesh.material.emissiveColor = new BABYLON.Color3( Math.sin(alpha)/15, Math.sin(alpha)/15, Math.sin(alpha)/15 ); alpha -= .1; }; Then later, in the renderLoop... if (myPickedMesh) { colorPulser(myPickedMesh); } I think this method could work on an entire array of selectedMesh... and not slow things down. And, it's a pretty nice effect... works fine with textured objects... might even work fine with semi-transparent mesh. It's just another thing to try... to indicate that something is selected. Off-topic for this thread, sorry readers. Be well, gang. Quote Link to comment Share on other sites More sharing options...
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