Multi-Pass Rendering
It is written in Vizard's Core Features under Technical Features that Vizard supprots multi-pass & multi-stage rendering. I am working on Augmented Reality & multi passing is essential for us to get realistic output.
By using Input_Texture --- > Pass 1 ------> Output 1 Input_Texture --- > Pass 2 ------> Output 2 . . . Input_Texture --- > Pass n ------> Output n {Output 1, Output 2, .... , Output n} --- > Final Pass ----> Final Output Please help me with the solution. If I am conceptually wrong then please correct me. Thanks! |
To elaborate my question, I am explaining this with code:
Code:
import viz http://i438.photobucket.com/albums/q...lkar/Image.png Left Side is Sepia Effect & Right Side is Gray Effect. I want to produce third effect i.e. 70% Sepia & 30% Gray. I am willing to use Multi-Passing & everything should be behind the screen & main window should have the final output. Thanks! |
Just to be clear, are you wanting to apply the shader to the entire screen, or just to a single object within the world?
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I am planning to apply the shader to the entire screen just like vfx guys do.
In our project of Augmented Reality, the CG quality is very superior than the HD webcam generated Image. So the image & cg are not going together. Our vfx guy suggested us that we have to separately make CG blur and add some post rendered effects on it; we have to separately enhance the image quality of Webcam output and then marge both. |
Hello all! We have developed further of our own and found one solution. We are sharing the code with you.
Code:
import viz http://i438.photobucket.com/albums/q...ar/Image-1.jpg We are getting the desired result. Our question is, is there any other much appropriate method or much optimized method to get the same? |
We are sticking to same logic as above. We have wrote a code using the same logic which is discussed above. This program is working fine as no shader is applied. The program is as below:
Code:
import viz http://i438.photobucket.com/albums/q...kar/Image1.jpg The center quad is webcam image. But when we add shader program to the above code Code:
InvFragCode = """ http://i438.photobucket.com/albums/q...kar/Image2.jpg We don't know why this is happening?! Please help us to solve this issue.. Thanks! |
Your code is applying the shader to all objects in the scene. It seems like you should be applying the shader to the quad that is rendering the rendered texture instead:
Code:
quad1.apply(InvShader) Code:
import viz |
Render Node is a node; so my assumption was, we can apply shader to Render Node. Please correct me if I am wrong. We haven't applied InvShader to quad1, because we were planning to apply some other shader to quad1. So our process was:
Render Scene2 on Render node --> Apply InvShader on Render node and use it as a texture on quad1 --> apply SomeShader to quad1. As per our knowledge vizfx.postprocess can be applied to window. We don't know how to apply it on scenes. Please let us know if there is any way. Thanks! |
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