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Hello there, I've been working on voxelgi with clipmaps for some months now and am reaching the end of the project. This is a good new because it's working well, but also a bad one because I'm stalling at the very end.
The issue i'm facing is with the second bounce, since I rebased from 19.02 where compute shaders are already dropped, there is no other choice than to render a second shader, passing the voxels data to trace the various rays and write to a "voxelsBounce" image. But when writing the shaders, voxelbounce pass gets ignored for any other material than the first one being treated.
I don't see any reasons for that, make_shader.build() checks the various passes declared in mat_utils.py (itself using the rp_voxelgi_bounces writen in make_renderpath.py). I have made sure to set everything in the same way than for the "voxel" pass, and the shaders should get created.
Another thing is that even though the first material (in alphabetical order) gets a voxelbounce shader, and using only this material in the scene, nothing gets writen to the voxelsBounce image.
It would be great to be able to visualize the images in the debugger.
If someone with some knowledge with the armory3d pipeline can check this this would be great.
Having a second bounce can allow for much better lighting effect, and since the module gives good results, I'd like it to be done.
Note that if you pull my armory3d fork, you'll need to checkout to voxelgi, and pull my fork of iron too, and checkout to voxelgi.
Thanks for any help and feel free to contact me here or directly to my email.
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Hello there, I've been working on voxelgi with clipmaps for some months now and am reaching the end of the project. This is a good new because it's working well, but also a bad one because I'm stalling at the very end.
If you'r interested please check the forum's page.
The issue i'm facing is with the second bounce, since I rebased from 19.02 where compute shaders are already dropped, there is no other choice than to render a second shader, passing the voxels data to trace the various rays and write to a "voxelsBounce" image. But when writing the shaders, voxelbounce pass gets ignored for any other material than the first one being treated.
I don't see any reasons for that, make_shader.build() checks the various passes declared in mat_utils.py (itself using the rp_voxelgi_bounces writen in make_renderpath.py). I have made sure to set everything in the same way than for the "voxel" pass, and the shaders should get created.
Another thing is that even though the first material (in alphabetical order) gets a voxelbounce shader, and using only this material in the scene, nothing gets writen to the voxelsBounce image.
It would be great to be able to visualize the images in the debugger.
If someone with some knowledge with the armory3d pipeline can check this this would be great.
Having a second bounce can allow for much better lighting effect, and since the module gives good results, I'd like it to be done.
Note that if you pull my armory3d fork, you'll need to checkout to voxelgi, and pull my fork of iron too, and checkout to voxelgi.
Thanks for any help and feel free to contact me here or directly to my email.
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