for some reason Translucent bucket(the wrong one for this, since it render over everything) render it properly, but as i remember Translucent is just for render after everything, even postprocessings - so maybe post processings cause issue for Transparent bucket? just to show it’s result:
VClouds cloudProcessor= new VClouds(assetManager, cam);
so now it lead me to other questions. I am using @dreamwagon VClouds that looks awesome, but for some reason PBR light probe generator dont render it into envmap, also this transparency here dont see it trully.
Note: i need to have his(VClouds) processor before other filter processor, otherwise it replace all view.
i belive @RiccardoBlb new pipeline might solve this problem too (maybe), but not sure if it affects transparency bucket rendering.
how solve to make transparency see his processor? (this topic issue)
is this possible so PBR light probe generation could generate using his processor clouds/sky? (its maybe more related for @dreamwagon if he know)
because if i will just remove main skybox(after probe is generated from it), the only issue left, is that it just dont see VClouds processor result in transparent area like below:
using second point, but Translucent bucket, it see VClouds properly. but Translucent bucket is wrong for transparency like this.
this apps i test with, are trully just using default configurations i use, nothing special there except filters/clouds.
If will be unable to solve it, i think it would be better anyway wait for Riccardo pipeline, because it will require rebuild filters a lot anyway. Maybe then, if there will be still issues, will just prepare special TestCases to download.
I’m also using VClouds, and I’m also having issues baking it to an environment map. I haven’t tested with transparent geometry, but I don’t really see an opportunity/reason to expect a different result than you’re getting here.
I’m saying the problems that need to be fixed are probably roughly the same either way… and there is no specific timeline for the new pipeline.
The normal skybox is rendered as part of the sky bucket… which is rendered after the opaque bucket and before the transparent bucket. The easiest way for a cloud layer to play nice is to be rendered in the sky bucket.
I’m just telling you how the normal sky bucket works. If the geometry is rendered after the opaque bucket and before the transparent bucket then it is guaranteed to be seen properly through transparent objects and it should be seen in light probes (unless the camera setup is somehow different in a way that is incompatible with light probes).
I don’t really want to drill into code that isn’t mine and try to fix it. I was just giving hints.
If the clouds are rendered in the sky bucket as part of the regular scene then they are 100% guaranteed to work with transparency. So if you can’t see clouds through your clear bottle then the clouds were rendered after your bottle. In their own viewport or whatever.
I did an experiment with doing exactly that, but so far I’ve had no success. I don’t see anything in the VClouds source to cause issues with it, so I’m fairly certain it’s just a matter of tracking down a setup issue in my code. I’ve been busy with other things and haven’t had a chance to revisit it yet - but when I do I’ll share any positive results.
skybox is using 360 degree texture, while here it is just view quad, so im not sure how to do it. Well, maybe do some trick and make “far distance” quad matching viewport width/height and just set it in Sky Bucket. idk,
The EnvironmentCamera class does 360 degree snapshots. My approach is to add the VClouds processor to the viewports used by the EnvironmentCamera and then take environment snapshots as usual. I believe this is a reasonable approach, and I guess I’m just missing some minor detail at the moment.