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Posted

We have upgraded our project to latest version, but we are facing lots of issues:

 

1) only some material libraries were loaded, after changing to specular workflow materials are visible again, except colors are different

2) lighting setup of all scenes changed, colors are different for everything, what changed?

3) We are not able to load our main world, start log is full of hundreds of errors like, here is sample:

 
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node
21:32:03 Material::load(): can't read "diffuse_scale" parameter in "terrain_base_0" material
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node
21:32:03 Material::load(): can't read "specular_scale" parameter in "terrain_base_0" material
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node
21:32:03 Material::load(): can't read "specular_power" parameter in "terrain_base_0" material
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node
21:32:03 Material::load(): can't read "fresnel_bias" parameter in "terrain_base_0" material
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node
21:32:03 Material::load(): can't read "fresnel_power" parameter in "terrain_base_0" material
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node
21:32:03 Material::load(): can't read "detail_normal" parameter in "islands" material
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node
21:32:03 Material::load(): can't read "diffuse_scale" parameter in "np_tree_light4" material
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node
21:32:03 Material::load(): can't read "specular_scale" parameter in "np_tree_light4" material
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node
21:32:03 Material::load(): can't read "environment_scale" parameter in "np2_tree_light4_BB" material
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node
21:32:03 Material::load(): can't read "diffuse_scale" parameter in "np2_tree_light4_BB" material
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node
21:32:03 Material::load(): can't read "specular_scale" parameter in "np2_tree_light4_BB" material
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node
21:32:03 Material::load(): can't read "environment_scale" parameter in "autumn_tree4" material
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node
21:32:03 Material::load(): can't read "environment_scale" parameter in "np_bush1" material
21:32:03 Xml::getFloatArrayData(): can't read 1 array element in "parameter" node

 

These materials were mostly for terrain  and vegetation, shouldnt be affected by change to PBR(?)

 

 

21:32:33 Xml::printUnusedData(): unused data "20" in "deferred_distance" node in "../data/interior_worlds/template_world/template.world" file
21:32:33 Xml::printUnusedData(): unused data "20" in "deferred_distance" node in "../data/interior_worlds/template_world/template.world" file
 
 
21:28:11 Xml::printUnusedData(): unused argument "post_deferred=1" in "options" node in "asset_library/layer_nodes/lakes/daug_lake.node" file
21:28:11 Xml::printUnusedData(): unused argument "post_deferred=1" in "options" node in "asset_library/layer_nodes/lakes/daug_lake.node" file
21:28:11 Xml::printUnusedData(): unused argument "post_deferred=1" in "options" node in "asset_library/layer_nodes/rivers/daug_rivers.node" file
21:28:11 Xml::printUnusedData(): unused argument "post_deferred=1" in "options" node in "asset_library/layer_nodes/rivers/daug_rivers.node" file
 
 
21:28:11 Xml::printUnusedData(): unused data "20" in "deferred_distance" node in "asset_library/layer_nodes/places/hospoda_pred_Dougasem.node" file
21:28:11 Xml::printUnusedData(): unused data "20" in "deferred_distance" node in "asset_library/layer_nodes/places/hospoda_pred_Dougasem.node" file
21:28:11 Xml::printUnusedData(): unused data "20" in "deferred_distance" node in "asset_library/layer_nodes/places/hospoda_pred_Dougasem.node" file

 

Migration script probably didnt delete this obsolete parameters.

 

22:48:05 Interpreter::setVariable(): unknown variable "Stereo::distance_el"
22:48:05 Interpreter::setVariable(): unknown variable "Stereo::radius_el"
22:48:05 Interpreter::setVariable(): unknown variable "Stereo::offset_el"
22:48:05 Interpreter::setVariable(): unknown variable "Stereo::angle_el"
22:48:05 Interpreter::setVariable(): unknown variable "Stereo::bezel_el"
22:48:05 Interpreter::setVariable(): unknown variable "Wall::fov_el"
22:48:05 Interpreter::setVariable(): unknown variable "Wall::angle_el"
22:48:05 Interpreter::setVariable(): unknown variable "Wall::bezel_x_el"
22:48:05 Interpreter::setVariable(): unknown variable "Wall::bezel_y_el"
22:48:05 Interpreter::setVariable(): unknown variable "Wall::projection_b"
Posted

Hi Jirka,

 

Migration scripts updates only content, so warnings like that:

22:48:05 Interpreter::setVariable(): unknown variable "Stereo::distance_el"

and all redundant code in scripts and *.ui files should be migrated manually according thise guide: https://developer.unigine.com/en/docs/2.0/start/migration_guide/code_migration/rc_migration

 

3) We are not able to load our main world, start log is full of hundreds of errors like, here is sample:

Can we check the full engine log? Probably crash at the end is not caused by the content migration.

 

These materials were mostly for terrain  and vegetation, shouldnt be affected by change to PBR(?)

Almost all existing materials were modified because of the new rednering pipeline. A lot of material parameters were removed, because there is no analogue in fully deferred render.

 

1) only some material libraries were loaded, after changing to specular workflow materials are visible again, except colors are different

2) lighting setup of all scenes changed, colors are different for everything, what changed?

As I mentioned before, creating a fully automatic migration script that will upgrade all the old materials to the new ones it is really problematic task. Unfortuantely, not all parameters can be migrated to the new fully deferred rendering without loosing some information. I'm afriad manual tunining at the end of the process is still required for any large project.

 

If you did migration with a help of SDK browser, could you please provide us a migration log (migration.log.html inside the root dir of the project)?

If you also can send me a link via PM to your project that failed to migrate successfully we can download it and check what exactly goes wrong. After that we can provide fixed migration scripts for you.

 

Sorry for the inconvenience caused.

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted

When we can expect sample library update? For example since material update shadow casters of trees in vegetation pack are visible, which makes trees much darker. What is now proper way to not render these surfaces, but still let them cast shadows? Thanks.

 

Btw, please move this topic to content section, it is imho more realated to it (material issues...).

Posted

Hi Jirka,

For example since material update shadow casters of trees in vegetation pack are visible, which makes trees much darker. What is now proper way to not render these surfaces, but still let them cast shadows?

Yes, you are absolutely right - right now it is impossible to make tree shadow LOD invisible for the camera. For regular meshes it can be easily done by uncheking the Deferred state in material settings (object will be invisible, but shadow not).

 

I've added this issue to our bug tracker. Hope it will be fixed soon.

 

Thank you for noticing that!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

  • 1 month later...
Posted

Hi Jirka,

Yes, you are absolutely right - right now it is impossible to make tree shadow LOD invisible for the camera. For regular meshes it can be easily done by uncheking the Deferred state in material settings (object will be invisible, but shadow not).

 

I've added this issue to our bug tracker. Hope it will be fixed soon.

 

Thank you for noticing that!

 

Was this fixed in last release? What should i set in shadow caster material settings?

Posted

Hi Jirka,

 

Just disable deferred state in material settings :)

 

Ok, thanks!

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