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Josh

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Everything posted by Josh

  1. Okay, I got it sorted out. Update soon.
  2. Strange...it looks like directional lights are appearing in the reflection, but point and spot lights are not, or they are very faint.
  3. Do you have the latest shaders? The probe cubemaps are now being stored in linear color space.
  4. 0.9.6 Environment probe reflections are now processed through the same cubemap filter routine as HDRIs. Environment probe diffuse reflection map now stored in BC6H format. Fixed errors in probe reflections. Environment probe reflection maps now stored in linear color space. Added Camera::SetGamma method. Default is 2.2. HDRI to PBR tool now has some options you can set and a new dialog.
  5. If I ignore values below a threshold the lines go away: vec3 linearTosRGB(vec3 color, float invgamma) { const float lower = 0.001f; if (color.r > lower && color.r < 1.0f) color.r = pow(color.r, invgamma); if (color.g > lower && color.g < 1.0f) color.g = pow(color.g, invgamma); if (color.b > lower && color.b < 1.0f) color.b = pow(color.b, invgamma); return color; }
  6. It's definitely being caused by the final linear to sRGB conversion. If we leave everything in linear color space it looks fine: Curved lines are visible after the linear to sRGB conversion.
  7. I think this will already cause problems with SSR, because probe reflections and SSR will no longer match. It will also cause problems in the future if I implement GI lightmaps, because the probe and the lightmapped surfaces won't match.
  8. This week we had a quick lesson on sRGB and linear color space, a look at the exciting new AssetFetch web API for game content, and learned a shocking secret developers don't know about Steam! 6-1-24.zip
  9. Josh

    Viewport Bug

    I will get the card this week.
  10. If you can export this motion to glTF or FBX then it should work fine in Ultra. If you upload your model we can try it and show you the result.
  11. Join us on Discord every Saturday at 10 AM PST for a live chat to review the week's progress and talk about upcoming features. https://discord.com/invite/qTVR55BgGt
  12. That's the correct behavior. The properties show you the rotation of all entities. If their rotation x, y, or z value is different then the field will be blank, indicating there is not one single value for all selected objects. If you change a rotation value in the properties, that change is applied to all selected objects.
  13. This week we talked about importing Unity scenes into Ultra Engine, view models, and a lot more...
  14. Before modifying the sRGB / linear equations I think we should try storing cubemaps in linear color space. I was already planning this, but wanted to talk about it this weekend with you guys and explain the reasons for it, before making any further changes. Let's see what the result of that is after we try it, as it may eliminate this problem.
  15. Okay, I think the main problem is permanently fixed. There is still a rare situation that could trigger this response but I have only seen it happen once in the entire time this system has been running.
  16. There appears to be some small error with very low values near zero in the linear to srgb conversion...
  17. There is something strange happening. It doesn't even have to be transparent. It has something to do with the diffuse PBR reflection and the metal/roughness map I think...
  18. Confirmed, I am investigating...
  19. I blocked the account that is causing the problem...hold on...
  20. Give it a few minutes maybe....
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