Pryme8 Posted November 30, 2016 Share Posted November 30, 2016 Ok quick question if I have these textures: Base Color emmsive Height Metalic AO Open GL Normal Roughness. Which goes where in the PBR assignments to make the output look kinda like : I cant even comes close... I mean i have changed the textures a little bit and added a bunch of detail so that's why the normal map and metallic are different then this render.@ozRocker dont you do PBR stuff? Quote Link to comment Share on other sites More sharing options...
Sebavan Posted November 30, 2016 Share Posted November 30, 2016 Hello, Could you share the model ? We currently do not support metallic workflow, only spec gloss, like for normal, we do not support Height + normal, only normal. We are discussing on adding metal/roughness support. I would be reallly interested in making it work if you share the model. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 30, 2016 Author Share Posted November 30, 2016 sure, I have tons of models Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted November 30, 2016 Author Share Posted November 30, 2016 First one:low.obj and there is another one to mess with. I think the obj is on the bottom of the post. pylon_low.obj Quote Link to comment Share on other sites More sharing options...
Nabroski Posted November 30, 2016 Share Posted November 30, 2016 man, this is so damn old. all the online shops did it wrong, this is just marketing. their is no PBR with OBJ FILE make a forum search Quote Link to comment Share on other sites More sharing options...
Sebavan Posted December 1, 2016 Share Posted December 1, 2016 Do you have the model in Babylon or obj the one from the first post ? I am planning to add metal roughness support asap in bjs. This seems to be a great test case. max123 1 Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted December 1, 2016 Author Share Posted December 1, 2016 Yeah it's low.obj on my one post with the pylon example as well there are two obj files there. @Nabroski there are my models and textures and are are no stores anywhere, so I could redo the texture no problem for the gloss model but I was hoping for metallic. Quote Link to comment Share on other sites More sharing options...
Sebavan Posted December 1, 2016 Share Posted December 1, 2016 I would really like to try on the helmet from the top. do you have this one? it is much easier than walls for metallic. Thanks, Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted December 1, 2016 Author Share Posted December 1, 2016 11 hours ago, Pryme8 said: First one:low.obj Quote Link to comment Share on other sites More sharing options...
Sebavan Posted December 1, 2016 Share Posted December 1, 2016 I just PR the metallic support and here is the result (I ll push onpg once deployed): Pryme8 and jerome 2 Quote Link to comment Share on other sites More sharing options...
max123 Posted December 1, 2016 Share Posted December 1, 2016 7 hours ago, Sebavan said: Do you have the model in Babylon or obj the one from the first post ? I am planning to add metal roughness support asap in bjs. This seems to be a great test case. That would be just great! A generic metal shader with tweakable parameters - go @Sebavan!! Quote Link to comment Share on other sites More sharing options...
ozRocker Posted December 1, 2016 Share Posted December 1, 2016 20 hours ago, Pryme8 said: @ozRocker dont you do PBR stuff? yeh, when I was trying to make a car that had a metallic and slightly glossy finish http://www.punkoffice.com/volvo/ Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted December 1, 2016 Share Posted December 1, 2016 i have some metal shader if you want like this http://melyon.ir/Preview/Index/30289 http://melyon.ir/Preview/Index/80643 http://melyon.ir/Preview/Index/30292 http://melyon.ir/Preview/Index/40340 i can make sample in shaderBuilder @Pryme8 Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted December 1, 2016 Author Share Posted December 1, 2016 I'd like to see that nasi Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted December 1, 2016 Share Posted December 1, 2016 1 hour ago, Pryme8 said: I'd like to see that nasi can you share .obj file? Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted December 1, 2016 Author Share Posted December 1, 2016 read the above posts, they already are. Quote Link to comment Share on other sites More sharing options...
Sebavan Posted December 1, 2016 Share Posted December 1, 2016 Here it is on the pg: http://www.babylonjs-playground.com/#12CWQQ#0 I only mixed metallic and roughness and added the highlight layer to create a glow on emissive. You can now precise your emissive texture and what channel to extract the roughness from with those properties on the pbr material: material.metallicTexture = new BABYLON.Texture("https://dl.dropboxusercontent.com/u/55657011/metallicmerge.jpg", scene); material.useRoughnessFromMetallicTextureAlpha = false; material.useRoughnessFromMetallicTextureGreen = true; NasimiAsl, GameMonetize, iiceman and 1 other 4 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted December 2, 2016 Share Posted December 2, 2016 that need more work http://www.babylonjs-playground.com/#12CWQQ#23 Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted December 3, 2016 Author Share Posted December 3, 2016 That's getting closer. I was going to look at the engine/shader that renders it in substance painter in real time and see if that can't be ported. It sheens like the height and normal maps have a lot bigger effect in that program. And that's open gl so webgl can't be that far off right? Maybe that's aspirations for webgl 2.0? Quote Link to comment Share on other sites More sharing options...
Sebavan Posted December 3, 2016 Share Posted December 3, 2016 It is because the height map is not use in the code here. You could try to bake it in the alpha channel of the normal map and use the bjs parallax occlusion which is a common practice. Please feel free to adapt the pbr material and PR if you see the shader issues you are running into. Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted December 3, 2016 Share Posted December 3, 2016 i am close but still need work http://www.babylonjs-playground.com/#12CWQQ#31 Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted December 6, 2016 Author Share Posted December 6, 2016 Would any of these help? I dont know if they do or not, I did not really look at them, but they are the glsl files for substance painter that are stored on the shelf. I also found that Substance Painter has a shader set up for Unity 4 engine and I think our PBR shader is like identical to it so maybe just building my textures in that format would be best? I believe the important stuff is in the second ones but they are in a different text format then what notpad can open so I have not looked at their content yet. Also I was looking into the Eyberus Engine or what ever it is called that Alogrithmic uses to do the openGL rendering post effects and seeing what I can learn from it. pbr-material-layering.glsl pbr-metal-rough-with-alpha-blending.glsl pbr-spec-gloss.glsl pbr-metal-rough-with-alpha-test.glsl pbr-material-layering.glsl pbr-metal-rough-with-alpha-blending.glsl pbr-metal-rough-with-alpha-test.glsl pbr-spec-gloss.glsl Quote Link to comment Share on other sites More sharing options...
Sebavan Posted December 6, 2016 Share Posted December 6, 2016 yep, It should be pretty close. I would try double checking with spec gloss workflow and we could always adapt (convert) on the bjs side some of the inputs if necessary. Quote Link to comment Share on other sites More sharing options...
Pryme8 Posted December 6, 2016 Author Share Posted December 6, 2016 right on sounds like a solid plan. I just noticed we were having a pretty drastic disconnect between results in the openGL shader in Algoritmics software and our output. I think it was mainly the height calculations. Now on a side topic that @Sebavan and @NasimiAsl would be interested in. Ok I wanted to make us a tool to do all of this procedurally. I have all the noise and mixing functions done and the only thing I am lacking is converting a black and white heightmap into a normal map through tangent space... If one of you two can help out with that then we can get to the real meat and beans that Ive been trying to get to and have us a fully dynamic procedural texture generator which is why I developed the whole DasNoise lib and things. I have the UI already kinda built up in my node Shader builder I was working on and put on pause till I can work this out. I want to essentially make us substance designer like software for creation of materials targeted just for BJS. Sebavan 1 Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted December 6, 2016 Share Posted December 6, 2016 i think this tools mote be done for Babylon not BabylonX (extension ) so Maybe ShaderBuilder is not good choice for that but if you think that can be help i can complete that Quote Link to comment Share on other sites More sharing options...
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