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Found 17 results

  1. [SOLVED] Capture image of a node

    Hello World ! I am asking for help to capture an image of a node. Here is what I need to do : Have the screenshot saved See the camera view in the screenshot See the node in the screenshot And here is what happens: Screenshot is saved - OK We can see the camera view - OK The node is not in the screenshot - NOT OK What I do (after checking the sample "Screenshot") : In WorldLogic.init(): Load a node in my world with World::loadnode(); Place the camera in order to see the node (player->setWorldTransform)
  2. Hi All, I'm currently implementing a custom fisheye viewport since the panoramic rendering is not open enough for our needs. As described in other posts I'm disabling various screen space effects. However, there might be other viewports that still can have the SS effekts enabled. So in in my FisheyeViewport::render() I want to disable and later reenable the render settings. Currently the Code looks like this: void FisheyeViewport::render() { // ... // save current render settings // Unigine::BlobPtr render_settings_blob = Unigine::Blob::create(); // Unigine
  3. Hello, I have some questions about a solution to render many projected lights and perhaps there is an alternative approach. Right now, our general approach for lighting is divided into: Point Lights (created as Billboards) Spot Lights (currently as Projected Lights) For the Point Lights, we tend to have quite high numbers in the visualized scenes (up to 60.000), and we have solved that pretty well so far, thanks to your support. For the Spot Lights, we decided for an approach where we use Projected Lights and render them in to a light
  4. Hello! How do I export the sena to png or jpg format, so that I can do post productions in Photoshop? It's possible?
  5. Random crashes

    Hi @demostenes, I've reproduced this. However, it wasn't that often as you mentioned, but quite stable. I also observed that you're running main_sdl.exe instead of regular main.exe. Is this on purpose? We'll investigate the reasons for the crash and will try to fix it in the next update. Thanks.
  6. 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
  7. Clouds Render Order

    I have some troubles with a Cloud Layer Object. It doesnt render in the background, instead over my objects. What can I do in terms of order? Thank you. Werner
  8. I'm trying to get a screenshot using the function "Viewport::renderImage2D". But the result of the picture is not like the truth. Can I see an example of getting a screenshot in C ++, and that the result is the same as using the console command "video_grab"? Thank you in advance.
  9. Disable Global Illumination

    We are creating an interior scene, the problem is that global lighting acts generating an unwanted effect. Is there any way to turn off global lighting, without the need to remove the sun? In the screenshots can be seen the change of lighting at different times of the day.
  10. Hi, I need to render to a texture. How do I set that up? Thanks
  11. Truble in Win 8, 10

    Hi. Our application has some errors on windows 8 and windows 10 OS. Here screenshot from it. There must be colored models, but, how you can see, its black. What can I do to correct it. ~
  12. Hi, I have a Unigine::Widgets::Window with a virtual monitor that it's displaying the same image as main viewport. I already done using a WidgetSpriteViewport and the player. I suspect I'm rendering the same image twice. I wonder if there is another way more efficent to do this. Something similar to image_00 sample but instead of calling engine.render.renderImage2D(), using the already rendered image created by main viewport. Thanks in advance, Iván.
  13. I have C++ code which is dynamically creating meshes with 1000s of vertices. I have created a plugin which will output these meshes to the engine. I would like to be able to render these without creating ObjectMeshs and adding each vertex individually. Is this possible?
  14. [SOLVED] Sprite - Color - Render Problem

    Hello together, I attached an example project. If you start the batch, you'll see a TabBox, with a given sprite, that loads a white PNG file and renders it with a given color. If you swap now fast the tab's you'll see, that the color of the sprite swaps to blue/green/yellow and so on, and always render the widget complete from right to left, or left to right whatever, that looks not really "cute" and fine for the consumer. Is there any possibility to manage this problem(s)? Best regards Lars
  15. [SOLVED] WidgetEditText not rendering text

    When WidgetEditText is put inside a vbox and the WidgetEditText's text crosses the vbox's bottom boundary, the rendering of the text stops. Below is the complete code to reproduce the issue. Gui gui; WidgetVBox vbox; WidgetButton button; WidgetEditText text; int init() { gui = engine.getGui(); vbox = new WidgetVBox(gui); vbox.setBackground(1); vbox.setWidth( 300 ); vbox.setHeight( 200 ); gui.addChild(vbox,GUI_ALIGN_OVERLAP | GUI_ALIGN_CENTER); text = new WidgetEditText(gui, "WidgetEditText..." ); text.setPosition( 150, 0 ); vbox.addChild(text, GUI_ALIGN_OVERLAP
  16. I think it would be nice for Unigine to implement its own user extendable class for users who need to create scripts that update automatically. Right now, I achieve this with a custom UpdateObject and a manager that runs from the world script. This feature is equivalent to Unity3d 's Monobehaviour. Thanks! :(
  17. Is it possible to create custom classes that have their own update(), flush(), and render() functions that are automatically called by the engine without having to explicitly calling them from the world script?