Amerio.Stephane Posted October 6, 2022 Share Posted October 6, 2022 Hi, "post_sensor" seems to use SSAO for its "Ambient Heat occlusion", but it doesn't work correctly with Water object. See attached video: the "screen shadow" of the cube will leave a permanent trail over the water, as the water never fill the SSAO buffer apparently (or something like that). Whatever the value of Ambient Heat Occlusion, the defect is visible (value exaggerated on the video so you can better see it). Is this fixable, or is there a way to fix it on our side without disabling SSAO? Thanks! empty.world _ - UnigineEditor - 2.15.1.0 (DX11) 2022-10-06 13-24-01.mp4 Link to comment
sweetluna Posted October 7, 2022 Share Posted October 7, 2022 Hi Amerio, it seems like the issue is already fixed in 2.16. Tell us if you'd like to port fixes to a different version, we could try doing so if it won't require lots of fixes afterwards. 1 May RenderDoc/Nsight Graphics/Intel GPA bless you Link to comment
Amerio.Stephane Posted October 14, 2022 Author Share Posted October 14, 2022 (edited) Hi, if the fix is possible without a lot of hassles on our patched 2.15.1 then it would be great! Thanks! EDIT: the issue is still present in 2.16! Edited October 16, 2022 by Amerio.Stephane Link to comment
sweetluna Posted October 17, 2022 Share Posted October 17, 2022 On 10/14/2022 at 10:28 PM, Amerio.Stephane said: Hi, if the fix is possible without a lot of hassles on our patched 2.15.1 then it would be great! Thanks! EDIT: the issue is still present in 2.16! Could you make a minimal pakage with bug repro? It seems like there should be something else to look at if it's still reproducable in 2.16 May RenderDoc/Nsight Graphics/Intel GPA bless you Link to comment
Amerio.Stephane Posted October 17, 2022 Author Share Posted October 17, 2022 Here is a minimal 2.16 project. Just rotate the player and you'll see the issue. post_sensor.zip Link to comment
sweetluna Posted October 18, 2022 Share Posted October 18, 2022 Hi Amerio, It seems like I have fixed this bug, you can try placing attached file in core/materials/base/render/lighting/ssrtgi/ssrtgi/ in your 2.16 project. Hope this helps! ssrtgi.frag 1 May RenderDoc/Nsight Graphics/Intel GPA bless you Link to comment
Amerio.Stephane Posted October 19, 2022 Author Share Posted October 19, 2022 Thank you, this fixes it in 2.16! Small suggestion: would it be possible to have post_sensor supports a negative value for Sensor LUT scale? (this would flip the LUT texture, acting as a polarity switch for IR sensor). Thanks! Link to comment
silent Posted October 20, 2022 Share Posted October 20, 2022 We didn't consider to do the post sensor material changes yet. But if you can send us a patch that will do negative LUT scale - we can surely integrate it in the next update :) 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
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