You'd have to arrange the rendering such that the characters are rendered after the water, so maybe you can experiment with that. Even so, in that case, the bits of the character that are underwater would not be refracted (which would look much better than what it's doing now). This instructional Power Point assumes that the operator has basic phased array training, is familiar with the Omniscan user interface, and has a basic understanding of corrosion mapping applications. The only decent solution I can think of would be to do a grab of the "background" without the character in it, so sampling the character would not be a problem. The HydroFORM Corrosion Mapping System requires Omniscan MXU software version 2.0R20 or later. Since it is in front of the water, we don't want to sample that pixel because it would be the character, so what should be sampled? I choose to do an unperturbed sample of the background, which is the ground in this case because it usually looks OK (esp for a high frequency texture like sand) and is better than sampling the character. Seeing is believing, check out the demo:Windows, Mac, Linux For latest news and updates check out the forum thread here.here. ![]() That particular pixel is hitting the character object, so it does a depth test to see if the object is in front of the water (it is). Hydroform Water System has AAA quality and performance built by an industry professional. If you look at the red dot, what is happening is the shader is firing a ray at that location, and then the distortion is causing it to sample the "background" texture at a different location (refraction). Yes, I am using depth buffer sampling, but it doesn't help in this case. Yes, the flat ground is not the source of the problem, it just makes it very noticeable. I would think this would be an issue with any water system that features refraction/distortion, and indeed I have seen it occur in many AAA games, though usually the distortion is turned down more than in this instance.Īgain, if this doesn't work for you, shoot an email to with your invoice number and I'll get a refund started for you. The best I can suggest is to reduce the distortion like I mentioned above (set it to. 0:00 / 15:50 Testing Hydroform Ocean System from Unity Asset Store Unit圜oder 366 subscribers Subscribe 2 300 views 1 year ago Good looking and nice performance. It also tends to be hidden by the foam and the falloff to less clear water. This happens with any object that intersects the water, but it's normally not noticeable because the ground isn't typically flat and shallow like in that demo. Since I cannot do that, I sample the ground un-distorted rather than sample the character, which would produce a sort of ghost effect. Ideally I could sample the ground that is behind the character, but that would require extra passes, knowledge that there would be a character there, etc. What is happening is that at the pixels that look sort of like "stealth mode", the shader is sampling pixels that are distorted and the source pixels at that location are the object in front of the water (the character). Unfortunately I don't see an easy way to fix it. ![]() ![]() Alright, so I've taken a look and reproduced the issue.
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