Lales.Charles Posted April 17, 2019 Posted April 17, 2019 Hi, We would like to setup some custom post processing to model some specific sensor effect. I started to check post sensors from sample project, very nice effect, nearly full-filing our needs. For example what we would need in addition, this is a sensor cooling / warm-up effect visible in form of an centered halo progressively opening. Then, I follow tutorial on custom shaders, pretty much plug & playhttps://developer.unigine.com/en/docs/2.7.3/code/uusl/create_post You propose the UUSL (Unified UNIGINE Shader Language) to stay API agnostic. Nice to implement this way, even if a bunch of macro is not always easy to read ;) Finally, the question: would it be possible to get access to source code of post_sensor material? Would it be even in UUSL implemented? This way, we can pick some features / parameters from "post sensors" material and add our ones. Thanks in advance. Kind regards, Charles
morbid Posted April 18, 2019 Posted April 18, 2019 Hello Charles, Thanks, if you have any thoughts on how to improve this article feel free to share :) 20 hours ago, Lales.Charles said: would it be possible to get access to source code of post_sensor material? Have you checked core folder in the SDK? These files are here: sdks\sim_windows_2.7.3.1\data\core\materials\default\sensor and here: sdks\sim_windows_2.7.2.1\data\core\shaders\screen_space And yes, our shaders are written in UUSL. Best regards, Vsevolod How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
Lales.Charles Posted April 18, 2019 Author Posted April 18, 2019 Hi, Nop, but everything is right there, excellent ;) Any suggestion? A wysiwyg editor to get your shader code depending on effect / post treatment you select But just nice to have / not so serious. Kind regards, Charles
Lales.Charles Posted April 25, 2019 Author Posted April 25, 2019 Hi, Making some progress on this topic, here is one of the sensor effect we attempt to setup / tune with shaders. Output of MWIR, LWIR and Average to separate color channel (Combined):- MWIR: wavelength 3 – 5 µm - LWIR: wavelength 8 – 12 µm So, from this original image.. ... we'd like to setup - MWIR -> Blue channel, with a set of visible objects - LWIR -> Red channel, with another set of visible objects - Average -> Green channel To proceed with rendering pipeline, we see at least 2 approaches. NB: viewport maybe not correct wording, since same position and camera work with bitmask filtering.. We currently think approach 2 is suitable from performance point of view. Would you have any recommendation / sample / feature in the box? Kind regards, Charles
morbid Posted April 29, 2019 Posted April 29, 2019 Hi Charles, Thanks again for a good diagram. Our render guys say that 2nd option is preferable due to a lesser number of draw calls. In the first one, you're performing 3 draw calls, in the second one only two, which is faster. By the way, here are good slides on draw calls and optimization: https://developer.unigine.com/forum/topic/4746-low-fps-need-to-bring-more-fps-in-project/?do=findComment&comment=28317 Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
Lales.Charles Posted May 13, 2019 Author Posted May 13, 2019 Hi, Just trying to update to SDK 2.8, but up to now never get back post sensor properly working.. is it normal? I migrated project... started new project... same result. Selecting one camera setup with post material (from samples or custom made) simply render scene without (visible) post treatment... Doc as Samples seems to be still work on going.. is it right? Is there any thing to reactivate? Is there smthg new coming soon? Kind regards, Charles
silent Posted May 13, 2019 Posted May 13, 2019 Hi Charles, Is there any errors in console? Just created new project and applied post material to camera (post_sensor_green): How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
Lales.Charles Posted May 13, 2019 Author Posted May 13, 2019 (edited) Hi, Sounds great but on my machine behavior is weird.. On below screen shoot of fresh empty created project, just new camera added with post materials green -> nothing on screen.. but surprisingly thumbnail is green :-o With 2.7.3.1 never had such issue. Recompile / reload shaders done. FYI -> NVIDIA Quadro P5200 / drivers 411.63 Kind regards, Charles Edited May 13, 2019 by Lales.Charles
silent Posted May 14, 2019 Posted May 14, 2019 Hi Charles, Now I can see the issue, thanks for the screenshots. We are preparing maintenance 2.8.0.1 release with minor fixes and will include this one as well (ETA: this week). How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
Lales.Charles Posted May 14, 2019 Author Posted May 14, 2019 Hi, Good that you can figure out the issue with so few info. Do you reproduce it? Next week, ok we will wait.. By the way, my fault as well, I already detected it with the alpha, not taking time to report it.. Kind regards, Charles
silent Posted May 14, 2019 Posted May 14, 2019 Charles, Yep, I've successfully reproduced this. Next week is worst-case scenario, more likely update will be available within a 2-3 days. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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