Which pg are we talking about?
reset function - doesn’t work:
If it works try to hit Play again, it will fail.
refresh rate change - works:
or a simplified versionm but still using the refresh rate property - works:
EDIT:
Buddy, this is driving me crazy. And once again after I opened multiple tabs with these PGs it’s behaving weird… Even the ones which are working correctly when running w/o any other PGs open… ![]()
I was mentioning this. However it didn’t help in this case:
Wow - I went to sleep and then just started up and this has turned into a huge thing. Yes it was frustrating me too - If I wait a period before doing texture.render() to update (200ms seems to work most of the time - but not always), It would update the colours, but the less time I wait the more often it will fail.
Thanks for looking into this guys. I may have to take another approach though
as I kind of need it to be instant, and it flickers when I change gradient colours - the user can drag across a colour box to set this and its flickers all the way; maybe fixing this will fix it though.
Thanks for all your help - I tried all the methods that seemed to work in your playgrounds; but none worked in my setup. Maybe the PR will fix things once they do the next release.
If you want to see the state it was a few days ago (working but flickering) you can look at the whole project here; http://mc.mindlessbrain.com/
click on ‘new material’ and add a ‘noise’ node, click on that and then the colour boxes to change the gradient.
Thanks for your help - I guess I’ll just wait till babylon is updated.
This is so cool I didn’t even realize that I’ve been playing with this app for 30 minutes already!
Were you inspired by Substance Painter?
I’ve noticed one thing which kills performance a lot. When you change the sliders:
The moment when Teramind (employee screen monitoring) starts to yell at you for watching inappropropriate content on your company PC:
![]()
lol - yes the modeling parts I have rewritten about 5 times now and lost lots of models in the process. I used an early version it to make a castle pack for unreal engine…that I never released.
One day I’ll put all these model templates back in.
Every time I add something new I get stuck playing around with it for ages! Thanks for the feedback and help!
I watched the video on youtube. Looking cool! Did you lost all of these assests?
oh - a little bit substance painter, but its meant to be simpler to use; pre-built templates you can alter through sliders. A bit more like daz3d.
The material stuff is more like quixel mixer. I’ll update at the end of the week then its back to paid work ![]()
no they are around somewhere - just wasn’t happy with the overall quality and wanted to rewrite MindlessCreator to be easy to use…and then I got a paid job…
well I quit a bad job…and then got a bunch of contracts; better pay and more time to live that dream…sort of going…ok…
Hopefully my fix will fix it:) the public version will be available tomorrow
thats a quick turnaround - thanks!
I just updated babylon to 7.20.1
It doesn’t look like the gradient issue was fixed - but maybe I’m doing it wrong? What is the correct way to update the gradient for a GradientNode ?
and if you can demonstrate with this playground (currently crashes)
Any of these?
Another example:
Babylon.js Playground (babylonjs.com)
With
var colorSteps = [];
colorSteps.push(new BABYLON.GradientBlockColorStep(0, new BABYLON.Color3(0.03, 0.05, 0.12)));
colorSteps.push(new BABYLON.GradientBlockColorStep(1, new BABYLON.Color3(1, 0.91, 0.24)));
gradientBlock.colorSteps = colorSteps;
Must be something about my setup but none of these work still.
I did a video below showing what is happening. I think there must be some fundamental thing I am doing wrong!
The thing is its hard to create in a playground as its gotten very complex - I use the output texter once it has render as the input to another shader; so I need to know it has had the material rebuilt and the texture render completed before I send its output on to the next stage.
Everything works except this gradient update.
Can you try this approach which changes the refreshRate?
procTexture.onGeneratedObservable.add(() => {
procTexture.refreshRate = 0
})
nodeMaterial.onBuildObservable.add(() => {
procTexture.refreshRate = 1
})
I am so close, but not quite there and I am stuck again.
So I still could not get the gradient to update with any certainty using all the methods in this thread. I have updated babylon to 7.20.1
I am trying a different approach and tearing my hair out again - something is not making sense and I can’t figure out what.
I am using a gradient texture - I create a dynamic texture with the gradient running across the texture. I then use my noise value as the x (or ‘u’ in ‘uv’) lookup on the texture node to get the color in the gradient.
But it just does weird shit.
I get the noise from the perlin noise node add 1 to it and halve it to get a vaslue from 0-1 (I think).
and then I create a uv vector2 with x as the output from above and 0.5 as the y(v) value.
Is there anything wrong with this approach? The gradient seems to update immediately, which is what I want, but the noise changes colour, but does not seem to map correctly.
when I simply make a color out of the noise output (by vectormerger with the noise output on x,y,z) it looks like a nice perlin noise texture. I must not be understanding something.
Any ideas?


