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View Code? Open in Web Editor NEWBounties in this pool are incentives for pushing BabylonJS forward for the benefit of our awesome and growing community!
Home Page: https://forum.babylonjs.com/
Bounties in this pool are incentives for pushing BabylonJS forward for the benefit of our awesome and growing community!
Home Page: https://forum.babylonjs.com/
Updated 2023, clear and concise end-to-end video tutorials for the Blender โ Babylon GLTF + animation process including skinned meshes w/ animation blending. Also with Ready Player Me examples.
You will have to create a helper function to copy the current framebuffer into a texture (this will have to work in WebGPU too!).
In addition, a new class simplifying the copying of opaque objects should be designed. It will have to register on the RenderingGroup.onBeforeTransparentRendering
observable to copy the current framebuffer into a texture that will be available to the user.
This class will probably need to be configured with some image processing post processes, as requested by the user (details will be discussed at implementation time).
To facilitate the use of this texture as a refraction texture for standard / PBR materials, you will add a global scene.refractionTexture property (in the same way we have scene.environmentTexture for the case of reflection) which will be used by default by the materials if no specific refraction texture has been defined at the material level.
A visualization test and according doc should be added to the framework.
You will need to create a new matrix block View x Projection (Right) and add a new input Vector (right) to the existing VertexOutput
block.
The VertexOutput
block should generate the correct multiview code when this input is connected.
USD scene from unreal can be loaded into Babylon with its Mesh(s) and Material(s) showing up correctly with PBR correctly detected
Documentation in the BJS Docs somewhere
None
Skeletons, Lights, Node Materials and many other things USD supports are out of scope for this first version
Mesh exported as USD can be loaded into Unreal Editor with Meshes and Materials showing up correctly. PBR Material exported correctly as well.
Mesh exported as USDZ can be viewed in AR using iOS built in viewer. Meshes and Materials showing up correctly with PBR or not.
Documentation in the BJS Docs somewhere
None
Skeletons, Lights, Node Materials and many other things USD supports are out of scope for this first version
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