Raggar Posted May 10, 2017 Share Posted May 10, 2017 Let's say I have a material with the following properties: var ref = new BABYLON.CubeTexture("skybox", scene); var mat = new BABYLON.PBRMaterial("PBR", scene); mat.albedoTexture = new BABYLON.Texture("a.png", scene); mat.reflectionTexture = ref; mat.microSurface = .4; //mat.diffuseTexture = new BABYLON.Texture("s.png", scene); //mat.reflectivityColor = new BABYLON.Color3.FromHexString("#eeeeee"); //mat.albedoTexture.hasAlpha = true; //materialGloss.albedoColor = new BABYLON.Color3.FromHexString("#f00001"); Is it possible to have a texture on top of the reflecting surface? Preferably with an alpha channel. What about multiple textures layered on top of each other, like a dirt map on top of a logo? Quote Link to comment Share on other sites More sharing options...
Sebavan Posted May 10, 2017 Share Posted May 10, 2017 Hello, You can find all the different available channels in the documentation: http://doc.babylonjs.com/overviews/physically_based_rendering_master The material does not support layered textures, they need to be flatten before passing them down to it. Quote Link to comment Share on other sites More sharing options...
Raggar Posted May 31, 2017 Author Share Posted May 31, 2017 I don't know what went wrong at first. But white colors in your albedoTexture, changes to the desires color based on the albedoColor. This was what I wanted. Solved. Quote Link to comment Share on other sites More sharing options...
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