MackeyK24 Posted October 22, 2017 Share Posted October 22, 2017 Hey guys... When I load a texture using HDRCubeTexture as a reflectionTexture it is flipped the wrong way... Can I control that with some property that is serialized into the scene... Note: the texture is loaded from a serialized scene json file... is there I property I can set to flip the HDRCubeTexture the right way As Always pinging @Deltakosh and @Sebavan Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted October 23, 2017 Author Share Posted October 23, 2017 Yo @Deltakosh ... Here is two scene shots... The BabylonsJS render of the reflected scenery is flipped. How can I I correct that? The first is Unity Editor using a Custom .hdr for reflection probe The second shot is my babylon render using a .hdr HDRCubeTexture as reflectionTexture (Note: Serialized To Scene Json) Any thoughts Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 23, 2017 Share Posted October 23, 2017 Can you share the code used by the scene? Ping @Sebavan Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted October 23, 2017 Author Share Posted October 23, 2017 4 minutes ago, Deltakosh said: Can you share the code used by the scene? Ping @Sebavan @Deltakosh and @Sebavan There is no code. Its serialized in scene json: "customType": "BABYLON.PBRMaterial", "directIntensity": 1.0, "emissiveIntensity": 1.0, "environmentIntensity": 1.0, "specularIntensity": 1.0, "cameraExposure": 1.0, "cameraContrast": 1.0, "microSurface": 1.0, "albedoTexture": null, "ambientTexture": null, "opacityTexture": null, "reflectionTexture": { "customType": "BABYLON.HDRCubeTexture", "size": 128, "useInGammaSpace": false, "generateHarmonics": true, "usePMREMGenerator": false, "isBABYLONPreprocessed": false, "name": "WTF_Reflection.hdr", "level": 1.0, "hasAlpha": false, "getAlphaFromRGB": false, "coordinatesMode": 3, "isCube": true, "uOffset": 0.0, "vOffset": 0.0, "uScale": 1.0, "vScale": 1.0, "uAng": 0.0, "vAng": 0.0, "wAng": 0.0, "wrapU": 1, "wrapV": 1, "coordinatesIndex": 0, "isRenderTarget": false, "renderTargetSize": 0, "mirrorPlane": null, "renderList": null, "animations": null, "extensions": null, "samplingMode": 3 }, Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted October 23, 2017 Share Posted October 23, 2017 ok I see. could you try to repro in the PG? will be far easier to help Quote Link to comment Share on other sites More sharing options...
MackeyK24 Posted October 24, 2017 Author Share Posted October 24, 2017 9 hours ago, Deltakosh said: ok I see. could you try to repro in the PG? will be far easier to help I am trying... I am cleaning up all the 'hard coded - ill come back to that' areas I had... Working as fast as I an on it. An pulling out all the LDRCubeTexture and trying to use a Spherical Map PNG as a regular skybox... Just keeping it simple using normal 6 sided for skyboxes. I still support HDR - EXR - DDS for all other High Dynamic Range image usage (like reflections) GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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