342 questions
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Translucent material not affected by post process in Unreal Engine 5
I'm trying to figure out why my translucent material doesn't get affected by post process material in Unreal Engine. Is there a way to override this?
I've tried checking the Custom Render Depth Pass ...
0
votes
1
answer
41
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Three.js model color difference from expected rendering
I am trying to display a model I downloaded on Sketchfab which is not showing up as expected when I render it.
Above is the expected rendering
Above is the rendering I get in three.js.
How do I ...
0
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0
answers
38
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Reconstruct world Space from Depth Texture THREE.js Shader Pass
I am creating an Atmosphere shader in three.js. The Shader is passed to a ShaderPass, and the ShaderPass to the effectComposer. I am currently having a problem with utilizing the DepthTexture. The ...
0
votes
1
answer
80
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Imputing date in time series dataframe
I have a dataframe in R with several ID, DAY and TIME and amount of a compound (AMT). Typically, for every ID, there should two records at every day, indicating two doses a day, typically in the ...
0
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55
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How do I apply Post Processing to UI but not to the rest of the scene?
Goal: Get functional/interactable UI with separate post processing than other objects in scene
I’ve tried the following:
Camera Stacking
makes the camera at the bottom of the stack also affected by ...
0
votes
1
answer
80
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Color is not matching after applying URP post processing in Unity
I am trying to replicate google model viewer rendering look and feel in Unity 2022.3.22.
I am using URP sample demo project with high configurations.
I have added the same HDRI setup in my Unity scene....
0
votes
0
answers
117
views
React-Three/Drei Html's 'occlude="blending"' prop hides Html, leva etc when post processing pass is used
I've found that setting Drei's Html component's prop occlude="blending", which seems to be the only way to currently get html/3d depth to place nice, will cause Html, Leva and any similar ...
0
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33
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Post-Processing hiding gameObjects in Gameview & in game runntime?
So the problem is that my Post-Processing is hiding my gameObjects, sprites and Ui Elements.
I found out that if you put the Volume weight less than 0.126 than all sprites will appear at the gameview:
...
1
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0
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31
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Accessing columns during post-processing in MICE
I've run into a problem trying to access other columns/variables when setting a post-processing rule using the mice package in R.
The simplified data I have are structured as:
participant_id
date
...
1
vote
0
answers
132
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Post Processing Bloom Issue in Vision Pro Full Immersive Mode (URP)
I am developing an application using Unity's URP for Vision Pro Full Immersive mode and have encountered an issue. When I enable the Bloom effect in Post Processing, a red area appears on the left ...
0
votes
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34
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Generating Additional Outputs (data processing) After Running a Python Program
I run a Python code in vscode. It takes a long time to process and run. After the processing is finished, I would like to get a graph which I did not think about before running the code. In other ...
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69
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Post processing refining vehicles segmentation mask
My question is about segmentation to spot light vehicles on a portion of a satellite image. I just have the satellite image and the mask (that I can open on QGIS).
Although the prediction mask has ...
2
votes
0
answers
80
views
How can I run Anti Aliasing and Post Process together in Directx 9?
I am facing a very strange problem. I have a project that I use with Directx9 and C++. In this project, I add and run external shaders via post processing. But I have a problem: if I enable the ...
1
vote
0
answers
181
views
Threejs Postprocessing Screen Spaced Reflections with Bloom
I'm working on a react-three-fiber website and can't get SSR (screen spaced reflections) working at the same time as Bloom. I'm using @react-three/postprocessing which I understand uses Effects rather ...
0
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0
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117
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FrameBuffer texture reading black for each pixel WebGL
So I just got into WebGL graphics a few months ago and I wrote a class to add a filter to any render. The only problem with it was, the framebuffer texture always returns black. I don't know why and ...