MackeyK24 Posted February 18, 2017 Share Posted February 18, 2017 New Terrain Splatmap Material (Based Off BABYLON.TerrainMaterial)... Supports up to 4 splatmaps using up to 12 textures for terrain painting. The new splatmapMateral.ts will be added to the the babylon Materials Library soon but check out how i am using it for native terrain support using the U3D BabylonJS Toolkit. [UPDATE] Sorry, but you will NEED the toolkit to use the new BABYLON.SplatmapMaterial... I had to move the splatmatting into my Scene Manager API available on BabylonJS/Extensions. The way i use splatmaps now hook into the native shader pipeline and pick up (or make available) all the standard PBR features plus all the ShaderMaterial features, plus Scene Component Life-Cycle... I then automatically generates all the splatmaps from the actual terrain data... All the code will be available ... Just NOT as a materialLibrary (although i guess i could make a lightweight version for manual usage.) U3D - BabylonJS Toolkit: Terrain Splatmap Material Overview Hey @Deltakosh , @Sebavan , @davrous , @RaananW , @Dad72 , @MrVR ... Hey guys please check this out... I am pretty proud of this... Its my FIRST venture into the low level shader parts (using the terrainMaterial.ts as a guide)... But i think it turned out beautifully Nockawa, BitOfGold, Dad72 and 6 others 9 Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted February 18, 2017 Author Share Posted February 18, 2017 Hope it will help (when new toolkit get released) Until then i will PR the new BABYLON.SplatmapMaterial (when i finish) and you use it JUST LIKE BABYLON.TerrainMaterial Except: mixTexture is now splatmapTexture 1 thru 4 and up to 12 diffuse and bump textures (3 per splatmapTexture) MrVR 1 Quote Link to comment Share on other sites More sharing options...
MrVR Posted February 18, 2017 Share Posted February 18, 2017 15 minutes ago, MackeyK24 said: Hope it will help (when new toolkit get released) Until then i will PR the new BABYLON.SplatmapMaterial (when i finish) and you use it JUST LIKE BABYLON.TerrainMaterial Except: mixTexture is now splatmapTexture 1 thru 4 and up to 12 diffuse and bump textures (3 per splatmapTexture) NIce work on the terrain, soo simple now and nice qualty wow, the candy land looks awesome je je I'm working on a really heavy scene to test the new toolkit and all the libraries to see how they work on the mobile this looks really awesome jaja the colors of the terrains are just insane and from 120MB to 20MB thats a crazy optimization . and you get stock in the mesh maybe because is a sticky candy land jaja jaja Quote Link to comment Share on other sites More sharing options...
Dad72 Posted February 18, 2017 Share Posted February 18, 2017 That sounds really impressive. I have a question, can the generating ground be able to receive shadows and color spotlights for example? Thank you. Quote Link to comment Share on other sites More sharing options...
MrVR Posted February 18, 2017 Share Posted February 18, 2017 55 minutes ago, Dad72 said: That sounds really impressive. I have a question, can the generating grounds be able to receive shadows and color spotlights for example? Thank you. Yes the terrain in babylon is a mesh just like a plane or cube , I'm pretty sure but @MackeyK24 can confirm this Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted February 18, 2017 Author Share Posted February 18, 2017 53 minutes ago, Dad72 said: That sounds really impressive. I have a question, can the generating grounds be able to receive shadows and color spotlights for example? Thank you. I am working on that now.... shadows (baked and realtime) will basically get handled by the babylon splatmap shader... I know i already have to implement lightmapTexture... that is where baked shadows will come from... I think realtime shadows will come from including the 'Lighting' section of the shader and skybox (indulging operate HDR reflection is selected) will come from the implementing the reflectionTexture parts... Those are work in progress... I just really getting into messing with shaders at that level... will let you know how is comes along Take a look at the video when can... you can see how and where this stuff gets handled Dad72 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 21, 2017 Share Posted February 21, 2017 Love it!! Quote Link to comment Share on other sites More sharing options...
Nockawa Posted February 21, 2017 Share Posted February 21, 2017 Impressive work ! Quote Link to comment Share on other sites More sharing options...
RaananW Posted February 21, 2017 Share Posted February 21, 2017 How awesome is that! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.