HI,
I m exporting glb from blender for my work, The lights as shown in the below image are ok before export.
and when i load in bablonjs file it looks like below, is anything wrong am i doing, i m new to blender.
HI,
I m exporting glb from blender for my work, The lights as shown in the below image are ok before export.
and when i load in bablonjs file it looks like below, is anything wrong am i doing, i m new to blender.
Pinging @PirateJC
Hey @amark, judging by the images alone, I’m questioning whether the lights were exported from Blender at all? Can you see the lights in the inspector?
On that note, can you provide a playground so we can help troubleshoot?
It would also be helpful to know how you’re exporting from Blender. Are you using the built in .gltf/.glb exporter?
It’s GLB file exporting from blender, now I can inspect lights but area lights are not working after export, instead of area light now i m using point light, as well how to shadows while export. shadows not appearing on the scene. and another I need how to get lights from the exported file as we get mesh id by scene.getMeshByID(“Mesh09”), but in lights class name is TransformNode.
Maybe it can help you)
lights i can see. Now i m trying to generate shadows from the exported lights
the next below line trying to get light but getting error.
var PointL = scene.getTransformNodeByID('Point);
recv_sd.forEach(sdm => {
sdm.receiveShadows = true;
});
var sG = new BABYLON.ShadowGenerator(1024, PointL);
var sgSP = new BABYLON.ShadowGenerator(512, PointL);
sgSP.usePoissonSampling = true;
sG.useBlurExponentialShadowMap = true;
sd_under_Light.forEach(sdm => {
sG.getShadowMap().renderList.push(sdm);
});
As I see in your code you try to create ShadowGenerator but you can not send TransformNode to ShadowGenerator constructor. If you use: var PointL = scene.getLightByID(“Point”) It should work for you
Thank you its working, and max lights on mesh not to material like mesh.material.maxSimultaneousLights = 10;