GameMonetize Posted April 28, 2017 Share Posted April 28, 2017 I fixed a bug recently on this very topic. Did you get the latest build? Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted April 28, 2017 Author Share Posted April 28, 2017 yep, ArcRotate camera is fucked. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted April 28, 2017 Author Share Posted April 28, 2017 I have about 2 days old. My intentional error in the shader is now biting. Will just finish with FreeCamera. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 28, 2017 Share Posted April 28, 2017 ok but if you get the latest build it should be ok, here is the commit: https://github.com/BabylonJS/Babylon.js/commit/54f4f372c0518f77372a5f502d6adb6075c080b0#diff-f683a6d3d3f25ea5f27de4258ede0e26 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted April 28, 2017 Author Share Posted April 28, 2017 Well, fought through all the framework change crap. Looks like this is going to be very do-able someday. Since the scene no longer has an arcrotate camera, have not updated the web scene. Here is a pic: After PR, will change back to Arcrotate, and tune the range of color variation a little better (-.1 to .1 seems a little large), then update web scene. Am sort of out of time for now, but will make an attempt to make a first "real" hair soon. This thing is just some piece of crap I made in a few minutes. Do not think Dreamworks has anything to worry about, but Unity check your underwear. Temechon 1 Quote Link to comment Share on other sites More sharing options...
adam Posted April 28, 2017 Share Posted April 28, 2017 A few more tweaks and: Wingnut, JCPalmer, pichou and 1 other 3 1 Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted April 28, 2017 Author Share Posted April 28, 2017 I fetched - merged, after my commit / PR, then built. I still have a problem with _getTargetPosition. I am supplying a mesh in constructor. At constructor time there is no way to have a _targetHost yet, so it returns this_.target. I changed it to return this._target.position.clone(); , but I get a transpile problem. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 28, 2017 Share Posted April 28, 2017 Just merged a better constructor. Let me know if this helps Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted April 30, 2017 Author Share Posted April 30, 2017 I like calling setTarget, in the constructor. SetTarget does this though: this._target = this._getTargetPosition(); Problem is _getTargetPosition() references this._target. For me, I just changed the constructor to always set this._target. In my simple scene, the mesh that is my target is also at zero, so not sure this is production worthy. I am up and running, and can now wrap this up. (Now that I can move around, this looks much better than the picture & how good I thought it was going to be) Changed to: this._target = Vector3.Zero(); if (target) { this.setTarget(target); } Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted April 30, 2017 Author Share Posted April 30, 2017 Ok, I settled on a color random adjustment of -.05 to .05 to differentiate the strands. I also tried to change the base color to get a better blonde with less greenishness. I also dropped the number of strands from 20k to 12k (4 segments per strand). On a non-square head that was not bright red & a decent style, I think it would look better, obviously. Link once again. Finally, I moved the camera back. As you zoom in you can see increasing detail, not some underlying and blurry textured mesh. For short styles, you might need the 20k strands, but might get away with maybe 2 segments, For a comb over, perhaps define as 5 segments, and rely on the limited dissolve to trim the short hairs. Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted May 1, 2017 Author Share Posted May 1, 2017 I am also starting to wonder, if now that LinesMesh can have more attributes than just position, couldn't it just use a standard material? I notice that all the material freezing stuff in StandardMaterial is missing from ShaderMaterial. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 1, 2017 Share Posted May 1, 2017 Thanks for the fix, I'll update the code Regarding ShaderMaterial and freezing support, this is tough as I cannot know beforehand which attributes / features will be used. But you are right, I'm not sure we will lose a lot of performance if we use the stdMaterial. TL,DR: I agree Quote Link to comment Share on other sites More sharing options...
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