julien-moreau Posted August 31, 2018 Share Posted August 31, 2018 For antialiasing, I’ll add the fxaa post-process like the default rendering pipeline doe and will let you know Asking @Deltakosh, because setting bloom not enabled by default may create a breaking change for other users. Do you think that is acceptable to disable bloom by default in the standard rendering pipeline ? Quote Link to comment Share on other sites More sharing options...
Guest Posted August 31, 2018 Share Posted August 31, 2018 Not a big deal and I agree, this would be better to have all options off by default Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted August 31, 2018 Share Posted August 31, 2018 Pull request created! https://github.com/BabylonJS/Babylon.js/pull/5051 My next step is to provide a single post-process for object based motion blur I'll let you know once done! Pryme8, NasimiAsl and GameMonetize 3 Quote Link to comment Share on other sites More sharing options...
Guest Posted September 4, 2018 Share Posted September 4, 2018 merged. Will be in next nightly Quote Link to comment Share on other sites More sharing options...
QuintusHegie Posted September 6, 2018 Share Posted September 6, 2018 Great! I'll await the build. :-) I use https://preview.babylonjs.com/babylon.js as Babylon.js library, so I will notice automatically as soon as above file is updated. I've ordered the book from Julien as well... will probably receive it in print next week. Q julien-moreau 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted September 7, 2018 Share Posted September 7, 2018 the file is updated Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted September 7, 2018 Share Posted September 7, 2018 @QuintusHegie awesome! =D Anyway, it just speaks about the BabylonJS essential features, maybe you already know them well Quote Link to comment Share on other sites More sharing options...
QuintusHegie Posted September 15, 2018 Share Posted September 15, 2018 On 8/31/2018 at 5:44 PM, Deltakosh said: Not a big deal and I agree, this would be better to have all options off by default Cool. What are the default settings when not using a new StandardRenderingPipeline? Where can I find them? If've now re-enabled Anti Aliassing on my own StandardRenderingPipeline for 1 camera but the default settings differ from all other camera's that I've created without attaching my own StandardRenderingPipeline. this.pipeline.fxaaEnabled = true; E.g. the anti-alias quality is way lower when setting a pipeline. Maybe not every effect should be turned off when creating a new StandardRenderingPipeline but only the extra effects that aren't used/set when one creates a default playground scene. Q Quote Link to comment Share on other sites More sharing options...
Guest Posted September 17, 2018 Share Posted September 17, 2018 I prefer having people check what is possible instead of having them wonder what is on and off What do you mean by "default settings when not using a new StandardRenderingPipeline" ? By default now everything is off (https://github.com/BabylonJS/Babylon.js/blob/master/src/PostProcess/RenderPipeline/Pipelines/babylon.standardRenderingPipeline.ts#L245) Quote Link to comment Share on other sites More sharing options...
QuintusHegie Posted September 17, 2018 Share Posted September 17, 2018 1 hour ago, Deltakosh said: I prefer having people check what is possible instead of having them wonder what is on and off What do you mean by "default settings when not using a new StandardRenderingPipeline" ? By default now everything is off (https://github.com/BabylonJS/Babylon.js/blob/master/src/PostProcess/RenderPipeline/Pipelines/babylon.standardRenderingPipeline.ts#L245) I can understand the confusion between default settings (when creating StandardRenderingPipeline) and default settings (when not doing anything with StandardRenderingPipeline)? I'm trying to recreate the default anti-alias settings of https://playground.babylonjs.com (and any other effects) when I apply a newly instanced and further unconfigured StandardRenderingPipeline to a camera. Apparantly tby the change in visually rendered image the settings for FxaaPostProcess in babylon.standardRenderingPipeline.ts line 545 (when enabling fxaa) differ from the above standard playground (and thus standard scene), which doesn't have an unconfigured StandardRenderingPipeline explicitely set in code. So I want to stack specific effects on the current effects already present in any camera pipeline, instead of having all effects removed and rebuilding from scratch (because in the latter case I need to know about what current feature was already on and with what setting, instead of focusing on the specific added effect). Q Quote Link to comment Share on other sites More sharing options...
Guest Posted September 17, 2018 Share Posted September 17, 2018 Adding @Luaacro again to make sure the StdRenderingPipeline is neutral by default Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted September 18, 2018 Share Posted September 18, 2018 Just found the issue, fixing right now! Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted September 18, 2018 Share Posted September 18, 2018 Pull request created https://github.com/BabylonJS/Babylon.js/pull/5179 trevordev 1 Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted September 18, 2018 Share Posted September 18, 2018 @QuintusHegie merged! Sorry for that problem, I just forgot to disable a post-process by default Quote Link to comment Share on other sites More sharing options...
QuintusHegie Posted October 11, 2018 Share Posted October 11, 2018 On 9/7/2018 at 7:20 PM, Luaacro said: @QuintusHegie awesome! =D Anyway, it just speaks about the BabylonJS essential features, maybe you already know them well Received the book BabylonJs Essentials yesterday. Although some parts I already knew because I'm developing in BabylonJs already, no problem. There were still parts that I didn't know or didn't come about yet... so still useful. Plus the paperback book looks nice on my night cabinet. It's real 3D you know, real paper texture ? GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted November 6, 2018 Share Posted November 6, 2018 Hey @QuintusHegie we added Motion Blur post-process which is now object based https://doc.babylonjs.com/how_to/using_motionblurpostprocess Note: this will work only with WebGL2 or WebGL1 with multiple render targets extension available QuintusHegie 1 Quote Link to comment Share on other sites More sharing options...
QuintusHegie Posted November 7, 2018 Share Posted November 7, 2018 21 hours ago, Luaacro said: Hey @QuintusHegie we added Motion Blur post-process which is now object based https://doc.babylonjs.com/how_to/using_motionblurpostprocess Note: this will work only with WebGL2 or WebGL1 with multiple render targets extension available Ah yes, wonderful. Much better than the full-screen motionblur! A blur setting of 1 seems enough to create the 'train in high motion' blur effect, when observing the train from a distance. Question: How can I remove the BABYLON.GUI, created with BABYLON.GUI.AdvancedDynamicTexture.CreateFullscreenUI, from the MotionBlurPostProcess? E.g. the train speed-o-meter, the upper-left mission objectives and the right menu-buttons show unwanted motion blur artifacts. The 2D GUI I want to remain unaffected by 3D postprocessing... Quote Link to comment Share on other sites More sharing options...
julien-moreau Posted November 7, 2018 Share Posted November 7, 2018 Hum, can you try to set the 3D scene and GUI into different layerMask ? Quote Link to comment Share on other sites More sharing options...
Guest Posted November 8, 2018 Share Posted November 8, 2018 As @Luaacro said, you can use multiple cameras with layer mask like here: https://www.babylonjs-playground.com/#Y3C0HQ#146 julien-moreau 1 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.