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Everything posted by Slastraf
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Ultra Engine Steam version0.9.6 shaders failed to load
Slastraf replied to Slastraf's topic in Bug Reports
runs veery smoothly, too. Sorry for this post you can delete it / move it somewhere else -
Ultra Engine Steam version0.9.6 shaders failed to load
Slastraf replied to Slastraf's topic in Bug Reports
I fixed it , the problem was an outdated environment variable. I had Ultra installed trough the app launcher, and the env variable sitll pointed to program files not steamapps install. -
Ultra Engine Steam version0.9.6 shaders failed to load
Slastraf replied to Slastraf's topic in Bug Reports
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Hi, there are some problems with my Ultra Engine installation. I have a fresh Ultra Engine install, and built it successfully. The .exe runs, but it is only a black window. When I build in debug and look at the logs, I get many errors trying to load shaders. This did not happen on older versions that were not installed trough steam. I tried it on two systems, and within the editor window you can see something. The GPU is not utilized, although the latest gfx drier is installed and the GPU is detected. 096debugmode.txt
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there should be a system where you can program your own brushes in lua , and also suport for 3d landscape (voxel). And some way to import heightmaps dynamically
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Dragging the material into a viewport will not work in this case. Only setting the material in the model menu under the submenu of the mesh inside the model was possible
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Models.7z
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https://discord.com/channels/1175951843118031049/1175951843612954786/1215067730190016562 https://discord.com/channels/1175951843118031049/1175951843612954786/1215065397967982633 (videos and models) When I drag and drop a material onto a custom model it will not be applied. Please add a material set option in the scene view for meshes, or fix the issue, this is highly frustrating for me. Thank you
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#version 450 #extension GL_GOOGLE_include_directive : enable #extension GL_ARB_separate_shader_objects : enable //#extension GL_EXT_shader_realtime_clock : enable // NOT ALLOWED #include "../Base/Fragment.glsl" #include "../Base/UniformBlocks.glsl" #define PI 3.14159 float vDrop(vec2 uv,float t) { uv.x = uv.x*128.0; // H-Count float dx = fract(uv.x); uv.x = floor(uv.x); uv.y *= 0.05; // stretch float o=sin(uv.x*215.4); // offset float s=cos(uv.x*33.1)*.3 +.7; // speed float trail = mix(95.0,35.0,s); // trail length float yv = fract(uv.y + t*s + o) * trail; yv = 1.0/yv; yv = smoothstep(0.0,1.0,yv*yv); yv = sin(yv*PI)*(s*5.0); float d2 = sin(dx*PI); return yv*(d2*d2); } void main() { //vec2 p = (vertexWorldPosition.xz - 0.5 * (vertexWorldPosition.xz+500.0)) / (vertexWorldPosition.xz-250.0); vec2 p = (vertexWorldPosition.xz); float d = length(p)+0.1; p = vec2(atan(p.x, p.y) / PI, 2.5 / d); float t = CurrentTime*0.004; vec3 col = vec3(1.55,0.65,.225) * vDrop(p,t); // red col += vec3(0.55,0.75,1.225) * vDrop(p,t+0.33); // blue col += vec3(0.45,1.15,0.425) * vDrop(p,t+0.66); // green outColor[0] = vec4(col*(d*d), 1.0); //Material material = materials[materialID]; //outColor[0] = material.diffuseColor * color; //int textureID = GetMaterialTextureHandle(material, TEXTURE_DIFFUSE); //if (textureID != -1) outColor[0] *= texture(texture2DSampler[textureID], texcoords.xy); //Camera distance fog //if ((entityflags & ENTITYFLAGS_NOFOG) == 0) ApplyDistanceFog(outColor[0].rgb, vertexWorldPosition.xyz, CameraPosition); //if ((RenderFlags & RENDERFLAGS_TRANSPARENCY) != 0) //{ // outColor[0].rgb *= outColor[0].a; // //outColor[0].a = 1.0f; //} } Hyperdrive shader based on Drop Tunnel by Del
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Hi, I try to program a shader but for my use case I need a time value. For this I tried to use the extension #extension GL_EXT_shader_realtime_clock : enable // NOT ALLOWED which is not allowed in the current setup. I dont know much about Vulcan or shaders, but could this be shipped with the next update ? That would make things a lot easier as I also try to make an animated (sprite) material which is not possible without a time value. On the other hand , i tried passing it trough c++ directly using a uniform variable uniform float u_Time; which would lead to the following error. 'non-opaque uniforms outside a block' : not allowed when using GLSL for Vulkan Looking forward for a solution, as I said I am not experienced in shaders so maybe there already is.
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i can build and run exe if they are up to date. i would love to see a new build of this because it is impossible for me to create hdris for now
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Hello. I tried the tool using the GUI and through command prompt. In the GUI it will crash and using the command prompt it will be stuck at Importing Cubemap. The gui will load, but crash on importing either panorama or other import option, or canceling the import. I used this cubemap at 1k resolution (.hdr) https://polyhaven.com/a/symmetrical_garden_02 Windows 11 updated graphics drivers rtx 4090
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sadly the tool crashes for me. Windows 11 It will crash after clicking import panorama.
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Hi, I want to have a 100% black background. When I set the ambient light to (0,0,0) it will still be a dark grey. I tried to import cubemap from https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Textures/Cubemaps/CreatingCubemaps/ However Ultra Engine will not import these I tried a .exr cubemap from https://polyhaven.com/hdris with the same issue. These could be easily edited in gimp to be just a black image. How would I make an al black environment ?
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//radians to degrees rot.x = UltraEngine::Degrees(rot.x); rot.y = UltraEngine::Degrees(rot.y); rot.z = UltraEngine::Degrees(rot.z); // prevent gimbal lock this->model->SetRotation(0, 0, 0); this->model->Turn(rot.x, 0.0, 0.0); this->model->Turn(0.0, rot.y, 0.0); this->model->Turn(0.0, 0.0, rot.z); this is example code to prevent gimbal lock. i do no longer use quaternions. but from radians eulers converted instead.
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Update Ultra The engine uses a left-handed coordinate system. The X axis points to the right, the Y axis points up, and the Z axis points forward. this->client->SetAxisMapping( ViconDataStreamSDK::CPP::Direction::Right, ViconDataStreamSDK::CPP::Direction::Up, // Y-up ViconDataStreamSDK::CPP::Direction::Forward ); the rotation axis are still wrong. I have a reference live view inside vicon tracker, and the rotations are very different
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I need more data on how the Ultra Engine works. I had great success combining the Vicon SDK headers, dlls ..., inside Ultra Engine. It is used to track real life objects into virtual space. The tracking translation works fine, however I have great issues adjusting the details. The Vicon SDK Documentation says this about their conventions Units "Positions are expressed in millimeters. Rotation is expressed in radians." When I convert from radians to degrees to be applicable inside Ultra Engine, there are various issues, such as the object flipping at certain angles etc. I convert by multiplying each vector component by (180 / 3.14) Instead of Euler XYZ there are also functions to get the Quat , x y z w . This had no flipping issues but the axis are not aligned. "The quaternion is of the form (x, y, z, w) where w is the real component and x, y and z are the imaginary components. N.B. This is different from that used in many other applications, which use (w, x, y, z)." Ultra Engine uses x,y,z,w as i remember from the documentation. However the axis are still flipped. I made a video to show how the tracking currently works: https://ody.sh/b85p8I5GK8 (odysee) SetAxisMapping() : Vicon Data uses a right-handed coordinate system, with +X forward, +Y left, and +Z up I am at a loss at how to properly implement this.
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So , the fbx is converted to gltf. However during the process the Engine crashes randomly. Also sometimes the converted gltf will work. tes1t.7z
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When I try to import a fbx and drag the model into the scene, the engine crashes. When I instead use the same model exported as gltf from blender, everything works fine.
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Makes no sense that you need to left click and drag to spawn a light/effect/misc item. It used to be left click marker then enter in leadwerks which i thought was better.
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Unreal Engine VR Template scene + Ndisplay plugin endless headache and set up. Hovering at 10-20 fps (!). I did not bother to build it. In Unreal Engine you can use dynamic resolution and ai upscaling so we got about 20 fps and 30 with weird artifacts in the image. I need 2 x 3840 by 2400 , so a resolution of 7680 * 4800 for a specific stereo 3d beamer, for each eye. Unity is what we use here usually but the graphics need to be tuned down for it to work smoothly aswell, and it needs extra plugins. I programmed the 3d stereo vision not using two windows but one that renders each eye on the half of the screen using texturebuffer. (no plugin, and im not good at c++ but the documentation had examples that need to be adjusted to my case and that was it.) The performance did not drop even at high resolution, and today I tried it out on the beamer. The good thing is, Ultra Enginne builds in seconds so developing is very fast when you need to change pixel perfect values.
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Very good. It runs as smooth as a single camera. Also can scale it up to 8k and wide screen, no problem.