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Found 5 results

  1. Alpha Blend Issues with Lighting

    I am currently using SDK 2.14.1.1 And i am getting issues with the alpha blend .first issue is whenever I convert an object Material from Opaque to Alpha blend. it drops its color brightness. and the second issue is. Some objects tend to change color and brightness when moved, or Observed from a different angle, or moved under the flooror outside the enviroment prob by half or just a little area of the object. The last issue cant be solved by expanding the enviroment prob, but then the reflection for other objects get scaled too. Following are some images and video references for the problems faces. Please if possible provide a Solution. Thank you the blue cylinder turns dark when moved slightly under the floor The back rectangular plate turns white when viewed from a different angle Alpha blend glass issue with light.mp4 Second Alpha blend glass issue with light.mp4
  2. Hi, we did observe that alpha blended and deferred materials have completly different shading when using a LightEnvironmentProbe with a static cubemap environment texture baked by the probe. This results in a much darker shading than only deferred. In the example you can also see when setting the dynamic mode and increase renderpasses the probe starts to flicker. When not using a environment probe the shading is more equal to deferred. Is there any bugfix, workarround for these two problems? Thanks Sebastian data.zip
  3. Transparent shadows quality is too low

    Hello, The shadow map used for alpha-blend materials with "transparent shadow" enabled appears *as if* it is much lower resolution than the one used for opaque meshes (I know it's not the case, but it looks like that): Worse, if I change the "Shadow/Softness" of the LightWorld from the default value of 1, the shadow does not look right at all: softness = 0 ->; softness = 2 -> Similarly, increasing the Shadow/Sharpness from the default 0 to 1 simply makes it disappear. In my test scene, the alpha is 0.30 and the shadow resolution is 1024. I am trying to render accuratly an helicopter rotor shadow (to give some context, the rotor must visually transition from stopped to 300rpm, and the shadow must give a realistic visual feedback). Thanks for your help
  4. Hi all, I removed a post earlier, looking for help with GUI WidgetSpriteVideo GUIobjects, but I've since been experimenting and found it's not quite what i'm looking for. I have been following the WidgetSpriteVideo documentation page in C#, however i can't seem to wrap my head around applying shaders other than to world space objects. I've realized i need to use a screen space Gui object rather than world space. The application is to render a webcam view in over the top of Unigine(in Vr so i will need to separate the two cameras per eye for depth) and use a green screen to mask out areas of the webcam to allow the digital scene to come through( IE the user can see their hands in front of them, with Unigine in the background.) My main requirements are: 1. Bring in the video feed from the camera (in OGV format) and stream it to the GUI. 2. Use a chroma-key/shader to mask off and create transparency in the webcam feed. 3. Do this for two separate cameras and have them render to each eye individually.(or technically hide each one from their opposing eye) If anyone can point me towards the documentation to assist with this, or other references or libraries and plugins, I would be very appreciative.
  5. We've been experiencing a bug for a while where our tree billboards would flicker black in a really obnoxious way, that looked a lot like z-fighting. Recently though I've tracked it down and discovered that it isn't caused by z-fighting after all. We assumed it was so dark because it was caused by shadowed billboards being sorted incorrectly and showing up in front of other trees, but it's actually a problem with alpha testing not working properly. The first attached image shows this problem manifesting itself in a line. This is the point where the juniperoxy billboard intersects the willow billboard (the tree). You can see this in the second image where alpha test is turned off for the juniperoxy. Looking at the 4th image, you can see it's not just rendering black pixels there, it's actually rendering the transparent portion of the billboard image as opaque. For some reason when two billboard polys intersect in a certain way, it renders part of the image at 100% opaque alpha. In the short term, I've worked around this by painting a green tree pattern into the black portions of the tree billboards, and it's reduced the amount of flickering the user can see, however it's still very noticeable on groups of trees with some color variation. Is there a fix for this? We're on version 2.2.1, btw.
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