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VR goggle camera issues


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Posted

Is there any way to ask the VR goggle's two eyes' cameras to have different render settings, or render from different players?  Thanks

Posted

Hi Lukas,

Any specific reason why to do that? Could you please give us some more details about his approach - what kind of real-world effect you want to achieve with that?

Thanks!

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Posted

Hi Lukas,

Please, check the AppVive sources. There are two separate camera and each one have an ability to set any post-processing effect you want. By default they are taken from a in-game player, but you can always redefine this list and add any material you want independently:

left_camera->setViewportMask(player_camera->getViewportMask());
left_camera->setReflectionMask(player_camera->getReflectionMask());
left_camera->setReverbMask(player_camera->getReverbMask());
left_camera->setSourceMask(player_camera->getSourceMask());
left_camera->setPostMaterials(player_camera->getPostMaterials()); // <<<

right_camera->setReflectionMask(player_camera->getReflectionMask());
right_camera->setReverbMask(player_camera->getReverbMask());
right_camera->setSourceMask(player_camera->getSourceMask());
right_camera->setPostMaterials(player_camera->getPostMaterials()); // <<<

You will need to rebuild a plugin in order to achieve that.

Thanks!

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  • 3 weeks later...
Posted

HI, silent

Thanks

But currently, the problem I meet is that it seems that only left_camera works, and it will also affect right_camera.

if you apply a postmaterial to left_camera, both camera will also show the post material.

The SDK version for me is 2.6.0.1

 

Posted

Hi Lukas,

seems like it's correct behavior for now. We have plans for such feature (add post materials per camera) but I can't give you any ETA on this.

However, you can modify shader: 

core\shaders\screen_space\fragment\stereo.frag

May I ask you how should the final result look like? Is it something like night vision effect for the left eye and normal picture for the right?

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Posted

Thanks, morbid

yeah,  you are right, we want two eyes to have different vision effects.

But currently, maybe we just want one eye totally black, the other eye works well to simulate night vision goggle battery failure

  • Like 1
  • 2 weeks later...
Posted

Now I am changing the stereo.frag 

but I found that even I delete the stereo.frag in core\shaders\screen_space\fragment\

there was no error in the log

and the engine seems to can still read it

and if I add some new materials in  \core\materials\default\post 

the engine cannot find them, and there are errors in the log

 

Posted

Hi Lukas,

That's weird. Please, make sure that you have core.ung or unpacked core directory. If you have both (packed and unpacked core) you may observe different kinds of side effects. Normally, when engine finds collisions between packed and unpacked files it uses the unpacked versions.

6 hours ago, de-Roo.Lukas said:

the engine cannot find them, and there are errors in the log

Could you please show us a log file with exact errors?

Thanks!

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Posted

Hi, silent

Thanks, it works, the reason why it didn't work is because  I directly changed the shaders in SDK browser folder rather than in  unpacked core directory

  • 3 months later...
Posted
On 4/24/2018 at 2:38 PM, silent said:

Hi Lukas,

Please, check the AppVive sources. There are two separate camera and each one have an ability to set any post-processing effect you want. By default they are taken from a in-game player, but you can always redefine this list and add any material you want independently:


left_camera->setViewportMask(player_camera->getViewportMask());
left_camera->setReflectionMask(player_camera->getReflectionMask());
left_camera->setReverbMask(player_camera->getReverbMask());
left_camera->setSourceMask(player_camera->getSourceMask());
left_camera->setPostMaterials(player_camera->getPostMaterials()); // <<<

right_camera->setReflectionMask(player_camera->getReflectionMask());
right_camera->setReverbMask(player_camera->getReverbMask());
right_camera->setSourceMask(player_camera->getSourceMask());
right_camera->setPostMaterials(player_camera->getPostMaterials()); // <<<

You will need to rebuild a plugin in order to achieve that.

Thanks!

Hi,silent

I used the codes

        left_camera->setViewportMask(player_camera->getViewportMask());
        left_camera->setReflectionMask(player_camera->getReflectionMask());
        left_camera->setReverbMask(player_camera->getReverbMask());
        left_camera->setSourceMask(player_camera->getSourceMask());
        left_camera->setPostMaterials("post_sensor_green");

        right_camera->setViewportMask(player_camera->getViewportMask());
        right_camera->setReflectionMask(player_camera->getReflectionMask());
        right_camera->setReverbMask(player_camera->getReverbMask());
        right_camera->setSourceMask(player_camera->getSourceMask());
        right_camera->setPostMaterials("post_sensor_heat");

and rebuild the dll and applied it in the VR demo project, version 2.7

The result is that  right_camrea's  postMaterials is the same with left_camera as both camera is post_sensor_green

619507275_Screenshot(498).thumb.png.9c2e10cd05e43c69e8811b140d298f8a.png

 

How to make right camera's post material is not the same with left_camera's ?

 

Thanks.

 

you can recreate the scenario using the same code.

 

 

 

Posted

Hi Lukas,

This feature is not yet implemented, sorry (as we mentioned before). You will have to modify manually core\shaders\screen_space\fragment\stereo.frag in yourt project.

Thanks!

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