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  1. There is a problem in Unigine(or maybe I do something wrong) referred to loading resources like textures and materials when you mount another folder in runtime and try to load nodes from this folder. If you delete(if they are present everything will be ok, deleting is used to simulate its absence) .runtimes and .cached_textures and then compile and run your project you will be unable to load .node files properly. Materials will be unable to find appropriate textures as they're not in cache. FileSystem::addFileCache and FileSystemAssets::addRuntime don't help. How can I properly load assets(.node files and their resources) from another folder in runtime?
  2. Material Layers

    Hi everyone, I saw an article on 80.lv regarding unigine, and really loving the possibilities. I looked at it way back in 1.0, and it looks like it has progressed significantly. One workflow that's becoming more and more common now is the idea of blending textures at the material level, rather than baking it out as a unique texture. The best example of this I've seen as a supported feature is in the Xenko Engine here: https://doc.xenko.com/latest/en/manual/graphics/materials/material-layers.html Is this workflow possible in Unigine, or is this something that will need a custom shader/shader feature for? Thank you for the help!
  3. Hi , Is somebody have ever use the function findMaterialByPath(const char* path)? I used it like below: Unigine::Materials::get()->findMaterial("D:/aaa/Media1.mat"); But it return null. Can somebody give me a help ?
  4. Hi all, I'm inheriting a post materials in unigine script using "engine.materials.inheritMaterial", however I can't figure out how to set procedural texture materials in unigine script. In the following example, I can inherit "post_filter_height", "post_filter_gen" and "post_filter_flow" as "post_filter_height_0", "post_filter_gen_0" and "post_filter_flow_0". But after inheriting, how to set "post_filter_gen_0" and "post_filter_flow_0" as the materials for "height" texture in "post_filter_height_0". <material name="post_filter_height"> .... <texture name="color" pass="post" type="procedural" /> <texture name="height" pass="post" type="procedural" materials="post_filter_gen,post_filter_flow"/> .... </material> Thanks
  5. Hi all, I have multiple Players rendering the scene. I need to set a value of a post material parameter depending on the player. I tried callig a user defined function from post material parameter expression and select the correct parameter depending on the engine.game.getPlayer(). Howerver follwing error appears, memory:1: Interpreter::parse_expression(): unknown token "setXXXParameter" in "setXXXParameter()" expression Is it possible to call a user defined function from material parameter expression or is there another way tho achieve this. Thanks
  6. Lighting/shadows/materials

    Hello, I have a few different questions on lighting, shadows, and materials. 1. I have 3 dynamic object meshes in a scene with lighting. I've tried enabling shadows [using setReceiveShadow() and setCastShadow()], but shadows refuse to appear. Is there something else I need to implement in C++ for the shadows to work? Or do shadows not work with dynamic object meshes? I've tried using spot lights and world lights. 2. Are world lights essentially ambient light? 3. How can I set materials (on a dynamic object mesh) to emit light? I tried editing the "emission_color" parameter of the "mesh_base" material, but I haven't been able to get emissive materials yet. 4. On a spot light, setRadius() takes in a float. Do lights support double precision? Will they accurately illuminate objects at very long distances away? 5. Is there a list of the sample (pre-included) materials and properties for objects anywhere? I've simply been using "mesh_base" and "surface_base" so far, as these are used in the examples. I apologize for all of the questions, but I'm brand new to Unigine and would love to learn how to use it more effectively. Thanks!
  7. Rain drops on windshield

    What is the best way to implement rain drops and wiper action on a windshield in unigine?
  8. [SOLVED] Composite material

    How can i get something like composite material in 3ds max? I want to assign 2 (or more) materials to one surfaces and blend them by mask.
  9. Tree Materials

    There seems to be some runtime issues with tree materials. There has been a work-around discovered but we would like clarifications on the intended proper use of the materials at runtime. Here is the problem: I have found that editing material parameters does not always work as expected. For example, I wrote some script that essentially, using engine.materials obtained a reference to the “mesh_stem_base” material and traversed the material hierarchy obtaining all children of this material. Directly after the world is loaded, I then set the “animation_stem_radius” and “animation_stem_scale” to 0.0 on all Material objects that are children of “mesh_stem_base”. When I move my Player to where a tree is, the stems are still moving ie the default values for those materials are applied (when the tree is first streamed in). If I then update the “animation_stem_scale” and “animation_stem_radius” to some new value, the stem movement of the tree reflects the new material settings. And if I then reduce the value back to 0.0, the stems stop moving. It appears that any material modifications are only applied when the tree is streamed in and a surface that uses the modified Material is visible? I have subsequently started using engine.render.setAnimationStem and this seems to resolve the problem but I’m concerned that this is a general problem when editing Material parameters on the fly programmatically. Also: Additionally I have found that with certain vegetation, whilst setting engine.render.setAnimationStem and engine.render.setAnimationLeaf to 0, the shadows for the leaves are still moving and the leaves still shimmer like they’re moving, despite the fact that the leaves clearly aren’t moving. I noticed this behaviour on the “vegetation_birch1” tree in particular. Cheers, Dave
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