liyan Posted February 28, 2017 Share Posted February 28, 2017 https://developer.unigine.com/en/gtfl/890 This is the photo. Link to comment
silent Posted March 1, 2017 Share Posted March 1, 2017 Exposure (and all post-processing effects such SSR, SSAO) will work incorrectly with mutli-viewport configurations. To fix this you will have to use static exposure mode, not dynamic. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
liyan Posted March 17, 2017 Author Share Posted March 17, 2017 Exposure (and all post-processing effects such SSR, SSAO) will work incorrectly with mutli-viewport configurations. To fix this you will have to use static exposure mode, not dynamic. How to switch it to static exposure mode? Link to comment
silent Posted March 17, 2017 Share Posted March 17, 2017 You can do it inside Editor. Rendering Setings -> Camera Effects -> Exposure (https://developer.unigine.com/en/docs/2.4.1/editor/render_settings/camera_effects/#exposure). How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN Link to comment
liyan Posted March 20, 2017 Author Share Posted March 20, 2017 You can do it inside Editor. Rendering Setings -> Camera Effects -> Exposure (https://developer.unigine.com/en/docs/2.4.1/editor/render_settings/camera_effects/#exposure). Thanks! Link to comment
justin.ead Posted March 20, 2017 Share Posted March 20, 2017 Are you sure this is still the case, silent? I see viewport-independent luminance textures being used in the source. As far as I can tell, each viewport will now render its brightness based on the independent characteristics of that viewport's pixels. This is in contrast to what previously existed where the same static luminance textures were reused across all viewports, effectively having them be overwritten with the wrong viewport's values and thus causing bad shader input as a result. Link to comment
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