Hi @PatrickRyan, and thank you for such a detailed answer…!
I have been following your youtube tutorials along and I always feel honoured to get a response from one of the core members!
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Your workaround works per-fect-ly!!
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Thank you for adopting such a cross-platform attitude on behalf of all people using apple-stuff within the babylon community…
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I agree with you that embedding the model directly within the JSON file isn’t necessarily the best approach; no unnecessary heavy files of any sort needed. The real pickle for me has more to do with having to reload the custom model every time I go back to work on a node material specifically created for a specific mesh. …If only there was a way of saving within the JSON a path that loads & displays the model automatically whenever it has been loaded… and then,it could simply fall back to the default cube whenever the model is missing from the path. I think this would only add that extra wow bit to the already amazing dev experience
I had only been using the standalone version of the NME before you mentioned it working with the sandbox. You raised my curiosity I can only dream of simply having to click a mesh while running my game and see its shader graph pop up, displaying the changes I am making in real-time + ready to be saved…! This kind of polishing should not remain secret, please make a youtube tutorial! The world has to know!
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This feature is very much needed in my opinion. Seeing how lights affect the material while things are moving will only make the preview area closer to a real scene context and prevent the user to have to do some back & forth between the real scene and the NME down the line.
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Those features are not only more exciting, but adding more value to the tool than making it a PWA for now. Although speaking here as a “digital nomad”, I cant wait for the NME to be PWA-ified as I have been struggling to make everything work offline even though I am using local servers all the way in my development. Peeking at the link you provided, am I wrong to think this would only be suitable for the “non-standalone” workflow? If possible, would you mind pointing me out by which way I can set the NME to be entirely reliable offline? I have been trying to serve the cloned babylon repo on my machine as @Deltakosh told me some time back but it doesnt work; as I told you I think it has to do with the index.html file trying to load external assets:
<script src="https://preview.babylonjs.com/loaders/babylonjs.loaders.min.js"></script> <script src="https://preview.babylonjs.com/nodeEditor/babylon.nodeEditor.js"></script>
I can download those on my machine and modify the index.html file as I have been doing, but I think a much better experience would be for the NME to get updated along with the repo whenever I fetch for updates so that I can experiment with the new features as soon as they get released, no? You think this is currently possible?
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I had no idea this was a thing! I have been doodling with this and I love it! Hey. Is there a way of embedding the shaders within aGLB or is this only supported with the .babylon format? So far my GLBs exported from the sandbox dont come along with the node materials. Is this a limitation of GLTF or perhaps I am making a mistake?
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Zero stress on this! These are all wishes! And it is actually quite surprising to me to get heard in this regard! I wished I had the brain to help you out but it seems I can only wish for now…
*8. …Actually here is an extra wish (!) : to make the comment attribute of each node better suited for multi-line commentaries; as I am still fairly new to shader logic, I have been heavily using these as mental reminders of what everything does. As of now, the whole comment gets displayed in a single line in the inspector and it makes it hard to edit. But I am no princess and can live with it without any problems.
Anyways, thank you for hearing my suggestions out Patrick, and I am looking forward to unravel further more my understanding of this incredible tool that you’ve created.