# \#node

**URL:** https://forum.babylonjs.com/tag/node/21.md

[Latest](https://forum.babylonjs.com/latest.md) · [Categories](https://forum.babylonjs.com/categories.md) · [Tags](https://forum.babylonjs.com/tags.md)

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## [Emission material not showing up or moving?](https://forum.babylonjs.com/t/emission-material-not-showing-up-or-moving/63454)

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**Author:** [@c4cc](https://forum.babylonjs.com/u/c4cc)\
**Replies:** 1\
**Last updated:** [May 13, 2026, 7:34pm UTC](https://forum.babylonjs.com/t/emission-material-not-showing-up-or-moving/63454 "2026-05-13T19:34:09Z")

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In Blender, the emission on the circuits flows as intended In Babylon.js, that emission for the circuits does not even show, much less flow as intended

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## [Parenting nodes from different asset containers results in sending children to limbo when parent removed](https://forum.babylonjs.com/t/parenting-nodes-from-different-asset-containers-results-in-sending-children-to-limbo-when-parent-removed/60678)

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**Author:** [@qwiglydee](https://forum.babylonjs.com/u/qwiglydee)\
**Replies:** 1\
**Last updated:** [September 29, 2025, 3:13pm UTC](https://forum.babylonjs.com/t/parenting-nodes-from-different-asset-containers-results-in-sending-children-to-limbo-when-parent-removed/60678 "2025-09-29T15:13:43Z")

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I’m working on a viewer that should allow users to select a base model (from a gltf file) + additional items (from other gltf files) anchored somewhere on the base. One use case is to change the base model, with all addi…

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## [Using Babylon JS and Loading Files in Node JS](https://forum.babylonjs.com/t/using-babylon-js-and-loading-files-in-node-js/49507)

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**Author:** [@Caner](https://forum.babylonjs.com/u/Caner)\
**Replies:** 8\
**Last updated:** [April 12, 2024, 10:18am UTC](https://forum.babylonjs.com/t/using-babylon-js-and-loading-files-in-node-js/49507 "2024-04-12T10:18:36Z")

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Hello! I am trying to use Babylon JS in a node application. There are two issues that I am facing: Using require: I am currently developing with import statement, since in the GitHub repo I couldn’t locate the files i…

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## [Mesh, AbstractMesh, TransformNode hierarchy](https://forum.babylonjs.com/t/mesh-abstractmesh-transformnode-hierarchy/48709)

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**Author:** [@sevaseva](https://forum.babylonjs.com/u/sevaseva)\
**Replies:** 3\
**Last updated:** [March 14, 2024, 11:01pm UTC](https://forum.babylonjs.com/t/mesh-abstractmesh-transformnode-hierarchy/48709 "2024-03-14T23:01:30Z")

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Mesh extends AbstractMesh extends TransformNode. What are some purposes of AbstractMesh class? If it’s not much more than a “container” for the logic that’s common between Mesh and InstancedMesh, what do you think abo…

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## [Heightmap on NullEngine with Havok](https://forum.babylonjs.com/t/heightmap-on-nullengine-with-havok/45126)

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**Author:** [@neu5](https://forum.babylonjs.com/u/neu5)\
**Replies:** 14\
**Last updated:** [December 14, 2023, 10:51am UTC](https://forum.babylonjs.com/t/heightmap-on-nullengine-with-havok/45126 "2023-12-14T10:51:59Z")

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Hey, I’m trying to use heightmap on NullEngine with Havok. Is this still way to go? Using basic CreateGroundFromHeightMap doesn’t work ofc dev:\*serve\] BJS - \[13:16:56\]: Babylon.js v6.25.0 - Null engine \[dev:\*serve\]…

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## [Loading .babylon scene as a child of a specific scene graph node](https://forum.babylonjs.com/t/loading-babylon-scene-as-a-child-of-a-specific-scene-graph-node/42328)

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**Author:** [@HowdyLuda](https://forum.babylonjs.com/u/HowdyLuda)\
**Replies:** 22\
**Last updated:** [July 31, 2023, 11:08am UTC](https://forum.babylonjs.com/t/loading-babylon-scene-as-a-child-of-a-specific-scene-graph-node/42328 "2023-07-31T11:08:22Z")

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Hi there, I would like to export .babylon files for many objects in my game, load each .babylon file as needed in-game, and then apply transforms to the root of each .babylon scene. Is there a way to load all of the sce…

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## [Https://forum.babylonjs.com/t/procedural-texture-generated-by-export/42639/2?u=rainerheintzmann](https://forum.babylonjs.com/t/https-forum-babylonjs-com-t-procedural-texture-generated-by-export-42639-2-u-rainerheintzmann/42660)

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**Author:** [@RainerHeintzmann](https://forum.babylonjs.com/u/RainerHeintzmann)\
**Replies:** 1\
**Last updated:** [July 24, 2023, 11:09am UTC](https://forum.babylonjs.com/t/https-forum-babylonjs-com-t-procedural-texture-generated-by-export-42639-2-u-rainerheintzmann/42660 "2023-07-24T11:09:40Z")

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It would be great to put one more (essential) line for procedural textures in the Export to code in the Node Editor. See this post:

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## [Freezing node material with triplanar nodes results in deformed meshes](https://forum.babylonjs.com/t/freezing-node-material-with-triplanar-nodes-results-in-deformed-meshes/42069)

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**Author:** [@mysticfall](https://forum.babylonjs.com/u/mysticfall)\
**Replies:** 5\
**Last updated:** [July 19, 2023, 9:40am UTC](https://forum.babylonjs.com/t/freezing-node-material-with-triplanar-nodes-results-in-deformed-meshes/42069 "2023-07-19T09:40:12Z")

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I’m using a node material containing TriPlanar nodes. It works great but when I invoke freeze() on it from the onAfterRenderObservable callback, some of the meshes using the material get deformed in an arbitrary manner (…

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## [Node editor: Triplanar mapping lacks texture scale control](https://forum.babylonjs.com/t/node-editor-triplanar-mapping-lacks-texture-scale-control/37750)

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**Author:** [@Juuso](https://forum.babylonjs.com/u/Juuso)\
**Replies:** 8\
**Last updated:** [January 31, 2023, 2:15pm UTC](https://forum.babylonjs.com/t/node-editor-triplanar-mapping-lacks-texture-scale-control/37750 "2023-01-31T14:15:25Z")

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My example node graph: Just to preface this a bit; I’m quite used to working with node materials in a few 3D softwares but I’m just a 3D generalist dumdum and helpless when it comes to actual shader code, or code in ge…

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## [Way to manage instantiation of transform nodes with animated meshes inside](https://forum.babylonjs.com/t/way-to-manage-instantiation-of-transform-nodes-with-animated-meshes-inside/37373)

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**Author:** [@paleRider](https://forum.babylonjs.com/u/paleRider)\
**Replies:** 5\
**Last updated:** [January 16, 2023, 6:22pm UTC](https://forum.babylonjs.com/t/way-to-manage-instantiation-of-transform-nodes-with-animated-meshes-inside/37373 "2023-01-16T18:22:34Z")

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Hi there: After importing an animated mesh from a GLTF in my scene, and instantiating its root transform node using the API Node.instantiateHierarchy, I realize that the animation group in the model is only affecting th…

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## [Loading a multi-file glTF in Node](https://forum.babylonjs.com/t/loading-a-multi-file-gltf-in-node/36539)

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**Author:** [@MikeFesta](https://forum.babylonjs.com/u/MikeFesta)\
**Replies:** 4\
**Last updated:** [December 14, 2022, 3:31pm UTC](https://forum.babylonjs.com/t/loading-a-multi-file-gltf-in-node/36539 "2022-12-14T15:31:36Z")

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Is it possible to use GLTFLoader to load a multi-file gltf (.gltf + .bin + textures) in a Node.js environment? I have it working in a web browser with FilesInputStore with code that looks like this: const input = docum…

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## [Import Bug with \`npm install @babylonjs\\inspector\` (proposed fix included)](https://forum.babylonjs.com/t/import-bug-with-npm-install-babylonjs-inspector-proposed-fix-included/35583)

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**Author:** [@dawickizer](https://forum.babylonjs.com/u/dawickizer)\
**Replies:** 9\
**Last updated:** [November 23, 2022, 8:47pm UTC](https://forum.babylonjs.com/t/import-bug-with-npm-install-babylonjs-inspector-proposed-fix-included/35583 "2022-11-23T20:47:59Z")

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When importing @babylonjs\\inspector to my project via npm install @babylonjs\\inspector it imports everything correctly. However, when I go to import via import "@babylonjs/inspector" at the top of my .ts file…i get an er…

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## [Scene-less Nodes/TransformNodes](https://forum.babylonjs.com/t/scene-less-nodes-transformnodes/34510)

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**Author:** [@Vortex](https://forum.babylonjs.com/u/Vortex)\
**Replies:** 5\
**Last updated:** [October 5, 2022, 3:37pm UTC](https://forum.babylonjs.com/t/scene-less-nodes-transformnodes/34510 "2022-10-05T15:37:22Z")

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I’m working on a project and need a TransformNode but don’t have a scene since scenes (which are worlds/saves in said project) are generated dynamically. Except for one issue: Node requires a scene, so it throws an error…

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## [Object scaling bug](https://forum.babylonjs.com/t/object-scaling-bug/34312)

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**Author:** [@brightMoon](https://forum.babylonjs.com/u/brightMoon)\
**Replies:** 15\
**Last updated:** [September 29, 2022, 2:20pm UTC](https://forum.babylonjs.com/t/object-scaling-bug/34312 "2022-09-29T14:20:33Z")

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https://playground.babylonjs.com/#S55F1P Object zoom in line 41, The above is the effect after scaling. The height distance of the group node seems to be scaled by 4 times, which causes the sphere to fail to fol…

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## [Webpack build error](https://forum.babylonjs.com/t/webpack-build-error/34118)

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**Author:** [@arcman7](https://forum.babylonjs.com/u/arcman7)\
**Replies:** 6\
**Last updated:** [September 21, 2022, 9:48pm UTC](https://forum.babylonjs.com/t/webpack-build-error/34118 "2022-09-21T21:48:32Z")

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I started seeing this npm build error i ｢wds｣: Project is running at http://172.24.144.1/ i ｢wds｣: webpack output is served from /client i ｢wds｣: Content not from webpack is served from C:\\Users\\Ryan\\projects\\colossum\\c…

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## [Node worldMatrix decompose rotateQuaternion is not the expected result](https://forum.babylonjs.com/t/node-worldmatrix-decompose-rotatequaternion-is-not-the-expected-result/32692)

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**Author:** [@Aze](https://forum.babylonjs.com/u/Aze)\
**Replies:** 7\
**Last updated:** [August 10, 2022, 7:57am UTC](https://forum.babylonjs.com/t/node-worldmatrix-decompose-rotatequaternion-is-not-the-expected-result/32692 "2022-08-10T07:57:31Z")

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Node with -1 z scale parent,and decompose with preserveScalingNode.PG: Node withouth parent,and decompose with preserveScalingNode.PG:

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## [Traverse ancestor nodes](https://forum.babylonjs.com/t/traverse-ancestor-nodes/32492)

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**Author:** [@brightMoon](https://forum.babylonjs.com/u/brightMoon)\
**Replies:** 11\
**Last updated:** [July 28, 2022, 2:31pm UTC](https://forum.babylonjs.com/t/traverse-ancestor-nodes/32492 "2022-07-28T14:31:35Z")

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Now, only the child nodes are traversed. If the parent node is not traversed, it is recommended to increase the traversal of the parent node

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## [Node.getDirection without y](https://forum.babylonjs.com/t/node-getdirection-without-y/32258)

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**Author:** [@Vortex](https://forum.babylonjs.com/u/Vortex)\
**Replies:** 3\
**Last updated:** [July 18, 2022, 3:19pm UTC](https://forum.babylonjs.com/t/node-getdirection-without-y/32258 "2022-07-18T15:19:55Z")

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Ask the title says, how can I get the direction of a node without a y (so that the direction vector is on the xz plane)?

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## [How does scene organization compare to Unity / Unreal / Godot?](https://forum.babylonjs.com/t/how-does-scene-organization-compare-to-unity-unreal-godot/30603)

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**Author:** [@RayKoopa](https://forum.babylonjs.com/u/RayKoopa)\
**Replies:** 2\
**Last updated:** [May 22, 2022, 8:46pm UTC](https://forum.babylonjs.com/t/how-does-scene-organization-compare-to-unity-unreal-godot/30603 "2022-05-22T20:46:41Z")

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Hello everyone, can you help me seeing the “big picture” in how to organize scenes in BabylonJS out of the box? I tried to create a complete hierarchy of visual and non-visual nodes, and noticed that: The Node class …

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## [Error on NodeMaterial constructor call](https://forum.babylonjs.com/t/error-on-nodematerial-constructor-call/30412)

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**Author:** [@tanquetil](https://forum.babylonjs.com/u/tanquetil)\
**Replies:** 2\
**Last updated:** [May 16, 2022, 2:27pm UTC](https://forum.babylonjs.com/t/error-on-nodematerial-constructor-call/30412 "2022-05-16T14:27:17Z")

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Hi everyone, I’ve been working with babylonjs NME for a simple water shader and exported it as waterMat.ts file. The scripts has no error at all but when executing, I got an error right at the declaration of the materia…

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## [Invoke Clone with camera childNode can not keep structure](https://forum.babylonjs.com/t/invoke-clone-with-camera-childnode-can-not-keep-structure/29648)

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**Author:** [@Aze](https://forum.babylonjs.com/u/Aze)\
**Replies:** 2\
**Last updated:** [April 26, 2022, 2:00am UTC](https://forum.babylonjs.com/t/invoke-clone-with-camera-childnode-can-not-keep-structure/29648 "2022-04-26T02:00:22Z")

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PG:

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## [Node getBoundingInfo worldMatrix uncorrect?](https://forum.babylonjs.com/t/node-getboundinginfo-worldmatrix-uncorrect/28821)

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**Author:** [@Aze](https://forum.babylonjs.com/u/Aze)\
**Replies:** 2\
**Last updated:** [March 29, 2022, 8:39am UTC](https://forum.babylonjs.com/t/node-getboundinginfo-worldmatrix-uncorrect/28821 "2022-03-29T08:39:16Z")

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What kind of oparate will change the scene’s renderId? In my project,i find that i call the node.getBoundingInfo().But the worldMatrix is uncorrect,i saw the code,it use the matrixCache.And the node renderId is not same…

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## [Why node setParent will remain the position default？](https://forum.babylonjs.com/t/why-node-setparent-will-remain-the-position-default/28746)

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**Author:** [@Aze](https://forum.babylonjs.com/u/Aze)\
**Replies:** 3\
**Last updated:** [March 25, 2022, 3:37pm UTC](https://forum.babylonjs.com/t/why-node-setparent-will-remain-the-position-default/28746 "2022-03-25T15:37:27Z")

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In some case,i will set the parent position firstly,then create the child node and setParent.But we have the default processing that remain the child position.I want the child node move with parent node.Now,i need to set…

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## [Removing \_\_root\_\_ from Nodes hierarchy in .glb file](https://forum.babylonjs.com/t/removing-root-from-nodes-hierarchy-in-glb-file/28664)

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**Author:** [@r0bert0](https://forum.babylonjs.com/u/r0bert0)\
**Replies:** 3\
**Last updated:** [March 23, 2022, 12:22pm UTC](https://forum.babylonjs.com/t/removing-root-from-nodes-hierarchy-in-glb-file/28664 "2022-03-23T12:22:48Z")

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Hello there, I have imported a .glb file and by default a \_ root \_node is included with the export. Now following this tutorial closely Demystifying Animation Groups - YouTube, I am trying to use the setParent(null) tr…

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## [Why class TransformNode do not has addChild like class AbstractMesh](https://forum.babylonjs.com/t/why-class-transformnode-do-not-has-addchild-like-class-abstractmesh/28141)

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**Author:** [@Aze](https://forum.babylonjs.com/u/Aze)\
**Replies:** 4\
**Last updated:** [March 9, 2022, 11:09am UTC](https://forum.babylonjs.com/t/why-class-transformnode-do-not-has-addchild-like-class-abstractmesh/28141 "2022-03-09T11:09:26Z")

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Thanks for your answer.

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## [How to stop NodeMaterial from generating same effects when not needed and save compilation time](https://forum.babylonjs.com/t/how-to-stop-nodematerial-from-generating-same-effects-when-not-needed-and-save-compilation-time/20171)

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**Author:** [@br-matt](https://forum.babylonjs.com/u/br-matt)\
**Replies:** 17\
**Last updated:** [April 23, 2021, 4:23pm UTC](https://forum.babylonjs.com/t/how-to-stop-nodematerial-from-generating-same-effects-when-not-needed-and-save-compilation-time/20171 "2021-04-23T16:23:58Z")

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Hello, we are trying to load tens of small PBR meshes a second during runtime that loading ahead of time is not an option. One large bottleneck we are experiencing is during material compilation. The number of meshes th…

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## [How to set the parent in a React component in Babylonjs](https://forum.babylonjs.com/t/how-to-set-the-parent-in-a-react-component-in-babylonjs/19370)

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**Author:** [@JRobsonGomes](https://forum.babylonjs.com/u/JRobsonGomes)\
**Replies:** 11\
**Last updated:** [April 8, 2021, 10:25pm UTC](https://forum.babylonjs.com/t/how-to-set-the-parent-in-a-react-component-in-babylonjs/19370 "2021-04-08T22:25:27Z")

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I would like to create a React component where I can pass the parent through parameter, as an example. import { Color4, Matrix, Mesh, MultiMaterial, StandardMaterial, SubMesh, Vector3 } from …

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## [Create / Calculate Normal Map in Node Material Editor](https://forum.babylonjs.com/t/create-calculate-normal-map-in-node-material-editor/18680)

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**Author:** [@Kreiter](https://forum.babylonjs.com/u/Kreiter)\
**Replies:** 2\
**Last updated:** [February 25, 2021, 1:21pm UTC](https://forum.babylonjs.com/t/create-calculate-normal-map-in-node-material-editor/18680 "2021-02-25T13:21:06Z")

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Hello Guys! Currently, I’m trying to create a procedural material in the Node Material Editor and while I was able to figure out how to do most of the stuff I want, there is one thing I struggle with. I want to create a…

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## [Procedurally generated mesh texture for tiles](https://forum.babylonjs.com/t/procedurally-generated-mesh-texture-for-tiles/17181)

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**Author:** [@Luca\_DeCaprio](https://forum.babylonjs.com/u/Luca_DeCaprio)\
**Replies:** 1\
**Last updated:** [January 5, 2021, 9:35am UTC](https://forum.babylonjs.com/t/procedurally-generated-mesh-texture-for-tiles/17181 "2021-01-05T09:35:10Z")

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Is it possible to take an array of cells with a tile type and procedurally generate a mesh texture that blends the different tile type textures together as well as masking the continual pattern like in the image below. …

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## [NME Reflection Block Generate Code & Save/Load Broken](https://forum.babylonjs.com/t/nme-reflection-block-generate-code-save-load-broken/16315)

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**Author:** [@tapanij](https://forum.babylonjs.com/u/tapanij)\
**Replies:** 4\
**Last updated:** [December 4, 2020, 1:53pm UTC](https://forum.babylonjs.com/t/nme-reflection-block-generate-code-save-load-broken/16315 "2020-12-04T13:53:06Z")

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Generated code contains extra parenthesis ) when PBRMetallicRoughness has a reflection block as in the playground example ReflectionBlock.texture.gammaSpace = true);. And therefor needs to be removed manually. Another b…

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