JohnyCage Posted November 26, 2018 Share Posted November 26, 2018 Hello there, I imported 3x "omni" lights from 3ds max and 2x mesh models (inside one babylon file). place of loading mentioned scene, see on the picture. The problem is that imported lights do not affect objects in the scene. How to do it? How is it possible? Quote Link to comment Share on other sites More sharing options...
trevordev Posted November 27, 2018 Share Posted November 27, 2018 I don't believe import mesh imports lights as well. Can you try loading using an asset container https://playground.babylonjs.com/#17MXFZ#34 and print out console.log(scene.lights) to see how many are there. JohnyCage 1 Quote Link to comment Share on other sites More sharing options...
brianzinn Posted November 27, 2018 Share Posted November 27, 2018 I don't know if the 3DS export instead to glTF will help (yet - maybe it's too early). I have not looked into that exporter, but did read an interesting article Adobe posted 2 weeks ago that may be of interest to you. Check out the section on lighting (KHR_lights_punctual, EXT_lights_image_based ) : https://theblog.adobe.com/behind-the-scenes-with-adobe-dimension-engineers-how-we-built-the-3d-publish-feature/ JohnyCage 1 Quote Link to comment Share on other sites More sharing options...
JohnyCage Posted November 27, 2018 Author Share Posted November 27, 2018 I tested LoadAssetContainer and also ImportMesh for importing omni standard lights from 3ds max to Babylon world ( via babylon, gltf, or glb extensions ) The result is that mentioned lights are imported only if checked KHR_lights_punctuals. trevordev 1 Quote Link to comment Share on other sites More sharing options...
trevordev Posted November 27, 2018 Share Posted November 27, 2018 Good find @JohnyCage, I forgot that extension was required. Quote Link to comment Share on other sites More sharing options...
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