UE 4.25.3/NoAA/Forward and Deffered Renders
Hi. I`m using the MotionBlur post effect in my project
When i have started to implementing Spine animation to the project I found an error in the work of SpineSkeletonRenderer with the MotionBlur Post effect
MotionBlur Post effect is applying to SpineSkeletonRenderer while moving even if the SpineSkeletonRenderer is fixed(motionless) relative to the Camera
The correct way to work is when motion blur is not applied to objects that are stationary relative to the camera. It works in the right way with Flipbook animations (in video below i use flipbook component for character animation)
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skeptis
2 years ago
- skeptis
- Mesajlar: 8
Mario
The rendering component is a subclass of
ProceduralMeshComponent
, so post effects like motion blur should "just work" (tm). I've created an issue here: https://github.com/EsotericSoftware/spine-runtimes/issues/1788 2 years ago
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Mario - Mesajlar: 3274
skeptis
Hi, i have found solutionMario yazdı:The rendering component is a subclass ofProceduralMeshComponent
, so post effects like motion blur should "just work" (tm). I've created an issue here: https://github.com/EsotericSoftware/spine-runtimes/issues/1788
Default material for the SpineRenderMesh is an material with Translucent BlendMode. For working with motion blur in this blend mode is necessary to enable OutputVelocity option in MaterialDeatails
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2 years ago
- skeptis
- Mesajlar: 8
Mario
Cool find! I'm unsure if the default material should have this option enabled though, or whether we should simply document it. What do you think? I lean towards documenting it, as it might have a negative performance impact on mobile.
2 years ago
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Mario - Mesajlar: 3274
skeptis
I think small note in the documentation will be fine
2 years ago
- skeptis
- Mesajlar: 8
tvsstv
it works
1.5 years ago
- tvsstv
- Mesajlar: 3
artistgamedev
I had this problem for a while and had no idea what was causing it. So glad I decided to randomly check today. Works great.
1.5 years ago
- artistgamedev
- Mesajlar: 8
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