Looks like a transparency issue to me rather than a glow issue. Or maybe a combination of both
How do you setup the reddish glowing object material?
do you have depthTest, depthWrite disabled on it? (you shouldnât)
what material are using the opaque objects? lighting?
If we donât find something obvious, Iâll need a test case.
<cite>@nehon said:</cite>
Looks like a transparency issue to me rather than a glow issue. Or maybe a combination of both
How do you setup the reddish glowing object material?
do you have depthTest, depthWrite disabled on it? (you shouldn't)
what material are using the opaque objects? lighting?
If we don't find something obvious, I'll need a test case.
ok iâll check it out
thx for the help
i think it might be alpha related
as i build some object as a hierarchy instead of a unique node, i get alpha artifacts
<cite>@nehon said:</cite>
Looks like a transparency issue to me rather than a glow issue. Or maybe a combination of both
How do you setup the reddish glowing object material?
do you have depthTest, depthWrite disabled on it? (you shouldn't)
what material are using the opaque objects? lighting?
If we don't find something obvious, I'll need a test case.
but i dont understand why it is voiding the depth test for the whole scene as it only concer the scene floor
also as i am using particles, i notice the same artifact
i checked the particle.j3md and depthwrite seems to be off
wich is predictable but then i was wondering how to have a glow effect behind clouds particles (if possible)
For the second question what you can do is to change the glow technique of the particle material to write depth
So depth of the particles will be rendered during the glow pass.
For the second question what you can do is to change the glow technique of the particle material to write depth
So depth of the particles will be rendered during the glow pass.
thx iâll check that out
as for the alpha test, i noticed that once i use
mat.getAdditionalRenderState().setAlphaTest(true);
mat.getAdditionalRenderState().setAlphaFallOff(0);
on any node (i tried on the particle system)
then the glow artifact rehappens
For the second question what you can do is to change the glow technique of the particle material to write depth
So depth of the particles will be rendered during the glow pass.
i tried may things but the glow always reders on top of the smoke particles with no significant slight effect
Blend Alpha (... Modulate,PreMult ..)
DepthWrite On
DepthTest On
is there a way to debug the glow buffer so i can see that black smoke is drawn in front of the glow color ?
Some input: this issue looks to be happening on anything in the Transparent bucket with blend mode alpha. You can sort of fix the issue in the test case by setting GlowColor to ColorRGBA.Black on the particle material [java]sparkMat.setColor(âGlowColorâ, ColorRGBA.Black);[/java]
If I had to guess, I would say the issue is coming from Common/MatDefs/Light/Glow.frag which defaults back to vec4(0.0) when there is no glow color or texture, which doesnât write anything to the color buffer⌠since the transparent bucket is rendered separately, itâs depths have no effect on the rendering of the opaque bucket, and since there is no colour being written to the buffer on the extract glow pass (using the Glow technique) to âover writeâ, these objects/materials are getting ignored in the glow filter. This would explain why setting GlowColour to ColorRGBA.Black ( vec4(0.0,0.0,0.0,1.0) ).
<cite>@thetoucher said:</cite>
+1 for the test case.
Some input: this issue looks to be happening on anything in the Transparent bucket with blend mode alpha. You can sort of fix the issue in the test case by setting GlowColor to ColorRGBA.Black on the particle material [java]sparkMat.setColor(âGlowColorâ, ColorRGBA.Black);[/java]
If I had to guess, I would say the issue is coming from Common/MatDefs/Light/Glow.frag which defaults back to vec4(0.0) when there is no glow color or texture, which doesnât write anything to the color buffer⌠since the transparent bucket is rendered separately, itâs depths have no effect on the rendering of the opaque bucket, and since there is no colour being written to the buffer on the extract glow pass (using the Glow technique) to âover writeâ, these objects/materials are getting ignored in the glow filter. This would explain why setting GlowColour to ColorRGBA.Black ( vec4(0.0,0.0,0.0,1.0) ).
wooow awesome
thx
iâll have a look
(i also need to be carefull as i modify some glow techniqies for my own needs)
<cite>@thetoucher said:</cite> You can sort of fix the issue in the test case by setting GlowColor to ColorRGBA.Black on the particle material [java]sparkMat.setColor("GlowColor", ColorRGBA.Black);[/java]
the problem is that it seems to render entire (black) squares when the glow technique is processed
wich leads to un-nuanced glow occlusion by the smoke particles polygons
[edit : i ll try to modify the glow technique so it uses the same texture sampler as the one used for the regular rendering technique. should work]
also i was wondering if with this (glow) technique it was possible to have ray of lights appreaing through the smoke
like whe the sun scatters through tree leaves or clouds ?
<cite>@curtisnewton said:</cite>
also i was wondering if with this (glow) technique it was possible to have ray of lights appreaing through the smoke
like whe the sun scatters through tree leaves or clouds ?