ScreenSpaceReflections with material transparent? need a HDR+SMAA+SSR+Postprocess compositor.

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renyingzhi1006043
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ScreenSpaceReflections with material transparent? need a HDR+SMAA+SSR+Postprocess compositor.

Post by renyingzhi1006043 » Mon Sep 24, 2018 11:57 pm

In ScreenSpaceReflections Sample, if material set "datablock->setTransparency(0.25, Ogre::HlmsPbsDatablock::Transparent);" not working?
In Ogre2.1 Support HDR\SMAA\SSR, but how to make a HDR+SMAA+SSR+Postprocess compositor? It's too hard.In complex scene, single technology is meaningless.
who can help me? thanks!
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dark_sylinc
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Re: ScreenSpaceReflections with material transparent? need a HDR+SMAA+SSR+Postprocess compositor.

Post by dark_sylinc » Tue Sep 25, 2018 6:10 am

Yes, lack of "integrated" example has been a common complaint.

Try taking a look at the Living Room sample. However it does not use SSR.

SSR and transparents usually don't play along well. Due to how the technique works, transparents cannot show their reflections (i.e. they're like "vampires", they won't show up in mirrors), but transparents should be able to show the reflections of other non-transparent objects.

I will have to take a deeper look because I don't think the latter (transparents showing the reflections of non-transparent objects) is working correctly.
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renyingzhi1006043
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Re: ScreenSpaceReflections with material transparent? need a HDR+SMAA+SSR+Postprocess compositor.

Post by renyingzhi1006043 » Tue Sep 25, 2018 8:46 am

Too depressed, SSR can not be used. PCC needs to manually set up the area, which is not easy to use.
And In Ogre2.1 FlipCullingOnNegativeScale is can't work.
Ogre2.1 is too high a threshold for projects.
thanks, dark_sylinc!
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renyingzhi1006043
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Re: ScreenSpaceReflections with material transparent? need a HDR+SMAA+SSR+Postprocess compositor.

Post by renyingzhi1006043 » Tue Sep 25, 2018 8:54 am

Ogre PBR Material is also not easy to use, especially on metal stainless steel. The PBR material of Godot Engine is very simple and effective.
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