@Deltakosh : it is showing up now.
gryff -> bangs head on desk
TY for looking - maybe you touched something
cheers, gryff
@Deltakosh : it is showing up now.
gryff -> bangs head on desk
TY for looking - maybe you touched something
cheers, gryff
Well at least it works
Great links! Openingā¦ all. : )
I just release a Blender addon named Polycount, which help to know about your sceneā¦ polycount:
Download and documentation available on Github: GitHub - Vinc3r/Polycount: A Blender addon helping to know about your scene polycount.
ReTiCo (RealTime Companion), an other addon Iāve made:
If you are looking for a tool to convert environments map to cube map, The Khronos Group offers this tool: GitHub - KhronosGroup/glTF-IBL-Sampler
Here is a presentation of the tool: https://youtu.be/OnzLA_S8DfI?t=1706
@Vinc3r : I like the Polycount addon -use it a lot
cheers, gryff
I share with you this very interesting guide
I gather NVidea has a suite of Texture Tools out that can be used to create amongst other things .dds and HDR files. Not tried myself yet.
There is a hardware requirement I believe - NVidea video card so ā¦
Any might be useful.
cheers, gryff
I have added a thread about a new Blender 2.8 addon for creating buildings quickly. Should be much easier and less time consuming to create streets and villages now. Use instances for improving speed etc.
Stay Safe, gryff
Nice tips about texture scrolling effects, old-school way but still great for some usecases: 10 tricks using Texture Scrolling and UV manipulation - YouTube
Hi, all! Does anyone know of a video tutorial or video tutorial series that explains the entire Blender to BJS pipeline with the end result being a scene with dynamic lighting/shadows and a high degree of realism? I realize there needs to be some baking involved, and Iāve tried following Vincentās text tutorial, but videos with commentary help me wrap my head around things better. Thanks!
@PirateJC might have so nice reads here.
When you say the entire Blender to BJS pipeline, can you expand on that a little bit?
What does your Blender scene have in it? Lighting, Shadows, Textures, Materials, Animations, Particles?
The VERY simple answer is export your Blender scenes as .glb files and then load them in Babylon.
That said, Blender scenes are not necessarily optimized for real-time, so thatās where a more advanced knowledge of creating environment art for real-time environments comes in handy.
I canāt think of a specific tutorial that demonstrates this specific path, but it would be much different than Blender to any other game engine. If you do some research into Blender to Unity for example to learn some of the finer points of modifying the 3D scene in Blender to be better suited for Real-time rendering, you can then take those same principles and apply them going from Blender to Babylon.
That all said, it sounds like we need a video tutorial on this very subject!
If you have a Blender scene youād be willing to share and wouldnāt mind it being used in a YouTube video, Iād be happy to make a tutorial around this very subject.
try these: Demo Files ā blender.org
Scroll down to Cycles, these scenes and blend files are often used in benchmarking, tests and yt tutorials. Hope it helps !
These Blender demo files arenāt realtime friendly.
[edit] But you may find some CC scenes on Sketchfab, like this one for example.
Thanks for the help!
When I say āentire pipeline,ā Iām wondering whatās a standard no-code or low-code solution to getting a scene with lighting, shadows, textures, materials, animations from Blender to BJS. My goal is to have the artists on my team be able to set up a scene in Blender (Cycles, but Iād settle for Eevee) and then use the BJS Exporter to have it more or less look exactly the same in Babylon when we hand it off to the engineers. So yes, as you said, weād need to know how to modify our Blender scenes to be better suited for Babylon: knowing when and what to bake and how, how to get shadows and materials to show up as expected, etc.
Thatās my most important and urgent need, but I also would love some tips about the standard workflow. So far, Iāve been dragging exported files into a Sandbox and any tweaks I make there are easily lost, thereās no undo, etc. Is there a way to set up a local dev environment so exported files update automatically in BJS and any changes I make in the BJS inspector are saved?
I have a test file that I can share, but any scene that has PBR materials and dynamic shadows, lights, reflections would probably work. That space corridor is a pretty good example, assuming we could get cast shadows on moving objects in the scene.
A guy explains why polycount is often different between 3D software & 3D engine: Vertex Count Higher in Engine Than in 3D Software
Great list from KhronosGroup
I would like to add in this list an awesome website of free to use top quality 3D assets, materials, hdri, etcā¦ Polyhaven