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Showing results for tags 'Rendering'.
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Hi, I created many referenced nodes from an ObjectMeshStatic, and the mesh use a surface material that need to changed UV from node ID. In visual graph I change UV position with "InstanceID" and "Function" nodes. This works, but sometimes the UVs change when we change the position of the object or camera. Thanks for your help.
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Hello, I am working on a scene with a Parking Garage and the main problem I am facing now is performance. I tried a lot of options with occluders, LODs and so on. I had the idea to use a WorldSwitcher for Parked Cars in the back of the garage, but this creates a very noticable pop in so my question is if it is possible to simply add the dithering option you get when using LODs. I am an artist and cant programm at all so I cant think of anything myself. Help is greatly appriciated. Kind regards, Tom Zimmermann
- 5 replies
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- worldswitcher
- rendering
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- unigine exposure
- lighting
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[SOLVED] Incorrect planar reflections for lower values of clouds downsampling rendering
boreas419 posted a topic in Bug Reports
Hi, we are using Unigine 2.13 and I noticed a problem with the planar reflections in combination with 3D clouds. I have an implementation of ObjectExtern that is transparent and is rendered in the Ambient pass. It also has a horizontal planar reflection plane. The planar reflections look fine when the Downsampling Rendering option for the Unigine clouds is set to full. However, for other values of Downsampling Rendering the planar reflections appear incorrect. I created a world that only contains a horizontal plane and the sky and 3D clouds. I used RenderDoc to extract the screen space planar reflection texture that is created by Unigine for the horizontal plane for different values of clouds Downsampling Rendering. The reflection image should fill the entire texture in all cases. However, the reflection image gets smaller when Downsampling Rendering gets lower. For half and quarter, the image only partially fills the texture and the rest of the texture is just empty. See the extracted textures below: Downsampling Rendering = full Downsampling Rendering = half Downsampling Rendering = quarter We want to use Downsampling Rendering = quarter for performance reasons. But at the moment this is not possible, because of this problem with the reflections. Can you please help to solve this problem? Thanks!- 3 replies
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- planar reflections
- clouds
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Hello, is it possible to do a stencil test while rendering to a 2d texture. This is my example code: camera->setModelview(Unigine::Math::inverse(m_player->getWorldTransform())); // saving current render state and clearing it Unigine::RenderState::saveState(); Unigine::RenderState::clearStates(); Unigine::RenderState::clearBuffer(Unigine::RenderState::BUFFER_STENCIL, Unigine::Math::vec4(), 0.f, 1); Unigine::RenderState::setStencilFunc(Unigine::RenderState::STENCIL_EQUAL, Unigine::RenderState::STENCIL_KEEP, 2); Unigine::RenderState::flushStates(); // rendering an image from the camera to the texture viewportwide->renderTexture2D(camera, texture); // restoring back render state Unigine::RenderState::restoreState(); The stencil function I use should skip filling the texture, but it still works. What am I doing wrong?
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- 7 replies
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- post-process
- rendering
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Hello. Is there some way to produce high-aspect picture (reso like 20000x800) without distortion on one screen? So, i need something like render_panorama but cameras should stand in a row, look the same world direction and don't have distortions on the seams. It's for a video CG production, not sim/game, so performance doesnt matter at all. Thanx.
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Hi , The sawtooth is still very serious even if the anti-aliasing use the TAA mode. This is very serious problem for the rendering,we want to eliminate the sawtooth. Do you have some way to eliminate the sawtooth or decrease it? Best Regards,
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Why has my rendering completely changed from 2.7.1 to 2.7.2.1
sebastian.vesenmayer posted a topic in C++ Programming
Hi, I managed it to migrate from 2.7.1 to 2.7.2.1. It works so far when we are not using decals for most of our scene, but we recognized a significant change in the shading. We did no changes to our Material initialization and textures, but the image is brigther and more saturated. Why is this happening? Files attached. Thanks -
Hello, I made one camera motion using trakcer in scene and i wanted to take render sequences for video of scene within camera motion. I used video grabber but didn't get good quality sequences. waiting for your suggestions, ideas, methods to take render quality sequences.... i hope to hear from you soon....... Mayur patel
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Hi All, Is there a way to change the Window onscreen while the Vive is being used in the engine? Currently, it renders both eyes onscreen, however I would like to have just one eye be rendered onscreen. Thanks, Off Planet Simulation
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- vr
- virtual reality
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Hi, I am trying to use a WidgetSpriteViewport, but I am finding the results to be very abnormal. WidgetSpriteViewport's camera are using main camera's Modelview and .Projection function . But I have found it's different effect that in different position and functions ,as show blow: First, put it in front of the .update() function ,the result is object is shaking .Please see the file name is First . Second ,put it in end of the .update() function ,the result is object is shaking a little bit and it seems like lost material .Please see the file name is second . As mentioned above ,the situation happened that only use mat4 to change position ,and the object speed very fast (test is 1000 Meters per second).however it is not happen at lower speed . The main camera works fine, but when I set it to the WidgetSpriteViewport, it becomes very abnormal . The camera's position and look direction is changing every update. Thanks
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I just started out with Unigine yesterday so I might be missing something, but I seem to be getting 100% glossy screenspace reflections on Linux. I set up all materials to write to the auxiliary buffer and added the vanilla screenspace reflections post effect shader to the Render stage. I'm using an AMD FX-8320 and an Nvidia Geforce GTX 780 with Unigine 2.0.1, kernel 3.19.0, glibc 2.21, proprietary driver 355.11 on an Ubuntu-based distribution. Can anyone reproduce? I'm going to pop on over to Windows and see if the same thing happens there.
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Hi, I am trying to use stereo 3D in my Unigine powered visualizer, but I can't figure how to enable it at runtime. Is it a way to switch between stereo/non-stereo rendering, or is it absolutely required to restart the whole engine ? Thanks
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Has anyone tried using the Linux version of Unigine on Amazon's Elastic Compute? It seems to me that it would work fine, but you never know.
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Hi, Im new to unigine and im bit stuck with rendering to texture. Any help would be aprecieted. What im trying to do is to create is to create the same texture buffers as in RenderDeferred deferred; (not exactly but for debugging purpose ive tried to do exactly that). In method void RenderRenderer::render_world(const char *materials,int shadows) ive commented everything and left only : RenderDeferred deferred; create_deferred(&deferred); // render deferred texture if(render_skip_deferred == 0) { // saveState(); state->clearTextures(); deferred.texturerender->enable(TextureRender::DISCARD_ALL); state->clearStates(); // state state->setBufferMask(0,BUFFER_COLOR | BUFFER_DEPTH); state->clearBuffer(BUFFER_COLOR | BUFFER_DEPTH); // render deferred surfaces render->beginProfiler("RPDeferred: "); for(int i = 0; i < scene->getNumOpacityGroups(); i++) { render_deferred_surfaces(scene->getOpacitySurfaces(i)); render_deferred_object_decals(scene->getOpacityObjectDecals(i)); render_deferred_decal_renders(scene->getOpacityDecalRenders(i)); } render_deferred_surfaces(scene->getTransparentSurfaces(),0); render->endProfiler(); deferred.texturerender->flush(); deferred.texturerender->disable(); restoreState(); } and i render texture deferred.normal_texture in some WidgetSprite onb the screen and it shows correct values. Then ive added: RenderDeferred deferred_RSM; create_reflective_shadow_map(&deferred_RSM); //create_deferred(&deferred_temp); //we do swap of deferred_RSM and deferred later on //state->getDeferred(&deferred_temp); // render deferred texture if(render_skip_deferred == 0) { saveState(); state->clearTextures(); deferred_RSM.texturerender->enable(TextureRender::DISCARD_ALL); state->clearStates(); // state state->setBufferMask(0,BUFFER_COLOR | BUFFER_DEPTH); state->clearBuffer(BUFFER_COLOR | BUFFER_DEPTH); // render deferred surfaces render->beginProfiler("RPDeferred: "); for(int i = 0; i < scene->getNumOpacityGroups(); i++) { render_deferred_surfaces(scene->getOpacitySurfaces(i)); render_deferred_object_decals(scene->getOpacityObjectDecals(i)); render_deferred_decal_renders(scene->getOpacityDecalRenders(i)); } render_deferred_surfaces(scene->getTransparentSurfaces(),0); render->endProfiler(); deferred_RSM.texturerender->flush(); deferred_RSM.texturerender->disable(); restoreState(); } Which is basicly the same stuff but with deferred_RSM instead of deferred. create_reflective_shadow_map allocates on gpu new textures for deferred_RSM in the same way as create_deferred(&deferred);. Instead of getDeferredTexture(width,height); it uses getRSMTexture(width,height) which allocates texture in new deferred_rsm_textures instead of in deferred_textures. But in my debug widgetsprite deferred_RSM .normal_texture doesn't show anything. Im kind of stucked in here and i wonder if it's just enought to do deferred_RSM.texturerender->enable(TextureRender::DISCARD_ALL); and some rendering and then deferred_RSM.texturerender->flush(); deferred_RSM.texturerender->disable(); to fill the texture context or i have to do something with shader? Thanks